Struggle to focus
All right, so this pas week the struggle to focus kicked in. I mean, when you are well organized this should not be a problem, but we aren’t. And whenever I finally manage to implement a new feature, upon testing the functionality in action new ideas pop into my mind and it is so hard to focus. It usually happens that in the late hours of the evening I find myself working on some new idea that was NOT in the plan, and then as the day ends I can only say: again I drifted away…
Nevertheless, we did manage to do some things that were in the initial plan, and more than I wanted, are still pending. This is the reason I wanted to start writing this devlog, as to make myself follow the path I set up in the first place, or in other words to force myself stay on the right track.
Things we did
Even though is still not final, managed to set up the hit animation for the player. Some frames are to be changed as soon as the sprites are ready, but even as it is we are quite happy with the result. As I was implementing this animation I went on to add a small hit animation for the enemies as well, the same, it is not final, but every step is a small progress.
As from the start I wanted to have two main resources: time and score, and since until now I was focused on score dependability, now I got into time as well. The player is gifted with the ability to recover time in order to complete the level, but he can do it only when he is close enough to a time collectible item.
Implemented 3 new enemies with different abilities. Still early concepts and will need polishing later but enough for testing purposes.
As always, it happen that I had code taking care of the damage functionality scattered all around the place, and sometimes I would see that player or enemies would double hit. It took a while to figure out that I had a script(which remained from the early testing stage) on one of the enemies, and so the script was doubling the function.… time sink …
Spent some time also trying to decide whether we should have health bars for enemies or not, and if we should have them linked or separated. In the end we settled for this:
Of course having multiple levels requires a transition between them, but never seemed to find the right time to do it. Until now, since most of the mechanics are in place, it seems a good time to start adding content to test it out, and prepare a demo for better feedback.
Many other small tweaks and fixes have been attended also:
- adjusting visual animations for damage
- tweaking moving platforms force
- limiting platforms equations
- adding a new attack type for enemies
- changing bullet collision handler for better accuracy
- changing the way platforms perform the equation checks
- adding a simple key collection animation(required to pass to next level)
- adding a Field of View for enemies
Things we did not do yet
Player still needs some animations and more visuals are to be added. Jump/land, shooting visuals are the main things that at this time are lacking.
Animations and visuals for the enemies at this moment are just basic, and will need some more work.
No sound at all implemented in the game. It will make a huge difference once we add soundtracks and sound effects.
Since I thought main menu will be easy to implement , have always postponed it’s design and functionality.
Heads Up Display is nowhere near it’s implementation, I think it will still take a couple more weeks to have something close to ready.
Game over mechanic is not a top priority at this moment since tests are needed in areas where this doesn’t have an impact.
Many other features and functionalities are to be addressed, from which most important are:
- environment interaction
- secret areas
- stage progression
- player progression