Welcome to another week of Juicy Dev. This week I've continued on from the power-ups which I'm now starting to place them into the scene. I've implemented the invincibility power-up as well as the shrinking power-up, but I have yet to implement the score-increase power-up, but it's almost there. They are working quite nicely (minus a few tweaks here and there). I have also managed to implement a very minor HUD (which may not be the final display) for the score counter. I've implemented some custom text as well to make it feel more 'clumsy' and overall suited to the game style, but again, this may change later down the track. I'll have to get some feedback whether or not the text is clear enough, or if it needs refining. I personally like it, but it's up to the players to decide.
I haven't changed the traps as you can see, but I will be doing that for the following week, just to make sure everything is working smoothly. I have had some issues figuring out collision with one of my traps (doesn't seem to be registering), so I'll have to also fix this up. Anyway, enough rambling, here is what I have so far.
For next week I hope to have all the power-ups done and refined, as well as the HUD almost done, and the score increasing correctly. I would also like to fix / tweak / correct any issues I have found throughout the way just to houseclean a little. Once I complete these, I would like to THEN focus on implementing the trap system. So fingers crossed it happens this time!
Until next week,
Thanks for reading!
Hey everyone! And welcome to this weeks Juicy Dev! Sooooo... remember last week how I said I wanted to start working on the events and the score system... Well, I've made a slight detour from that plan, and decided to create one more trap. I felt while designing these events, that there was still a lack of traps. So, after a bit of thinking, I decided to implement a trap which covered more of the ground, the rolling trap! Below is short video of what it looks like. I had fun developing this trap, especially when it drops in from the stands. Originally I wanted the roller to appear out of the wall, but I think it would have been obstructive and strange to have a door open while a wall trap occupied that area, so instead, I made them fall into the arena.
After I had developed this trap, I thought about adding in power-ups to make it more interesting then just avoiding obstacles. I'm still tossing up whether or not to have them represent the same colors, or have them different. I think different colors are better since they can be easily identified, but I'll get some feedback from this.
I also thought about adding "power-downs", pick-ups which hinder the player. This, to me, added some difficult choices to the player; whether stepping over the power-down and occupy a safe position, or die. But, I think, power-downs aren't really a 'favorable' game design decision, so I may not even include them in the final build, we'll see.
Overall, I thought about how the events would work and what possible combinations I could implement, but I think I will have more of a grasp on it next week for you all, so until then,
Thanks for reading!
Welcome to another Juicy DevBlog, with your host, yours truly! This week has been a hectic week for me with other real life happening going on, so I didn't get to do as much on the game as I would have liked. However, I did finish what I said last week about the death animations, thank god!
I didn't really have much troubles implementing these death animation for both the bomb and the spike, it was more the case of tedious.
For the spike animation, I had to spawn in the new animations for the character, then spawn the sword and shield above the screen out of the way, then kill the player. That way, The shield and sword would fall after 1 second or so. I had a similar set up for the bomb, but minus the character. The character basically blows up, so I didn't have to worry about that.
As you can see below, I had implemented a few more 'juicy' effects to the bomb such as after burn on the ground. Let me know what you all think!
And here are some more animations to help satisfy that craving.
And here is the death animation for the spike.
After that, I place everything back into the scene to see how it looks. I've yet to implement the difficulty level/ progression, so hopefully that will come soon.
I may add in a few more traps here and there to add a bit more variety, but I think it is time to start adding in some high scores and real game footage.
Next week I hope to fix a few small visual bugs as well as programming bugs, but I mainly want to implement the high score mechanic. Luckily enough I will be on holidays in a weeks time, so I should have a lot more time to invest into this. Again, any suggestions would be awesome!
Until next time!
Thanks for reading!
Another week down and dusted... Man, I should be nearing completion by now right? Aren't most mobile games like a two week turn around, or something? Oh well, I'm going to blame it on solo development. This week hasn't been too much in terms of progression. I have managed to implement a new trap as well as testing a few death animations (which are still yet to be polished).
I'm pretty happy with the progress of how these traps are coming a long, but I'm not really sure to do with them.
Basically- and yes, I should have fleshed this out before, but I haven't, silly me- I'm tossing up between groups trap events, or single trap events. From looking at this weeks animation video, I've come to really enjoy playing with a large number of the same trap all at once over a period of time rather than single traps becoming inclusive over a period of time. Maybe that is where I start to deviate from in terms of gameplay? Either way I will be testing them both to see how good the game really 'feels'. If it feels better with progressive trap inclusion then I'll stick to that, otherwise, I might go down the other route, maybe? Or, another spanner, why not both? I'll really have to nut this out in the coming weeks. I'm hoping to finish off these traps as well as the death animations so that I can start to focus on the game play and different scene transitions. Anyway, below is a snapshot of what I have done so far. Any suggestion would be great!
This patch of dust is when the player gets spiked in the butt. He will rocket off screen leaving this dust effect behind.
And the final result of this trap. Again, I didn't really have much issue implementing this trap. I did however have issues with the collision (which I can't remember if I had mentioned it or not in the past), but basically if the player is standing stationary when the traps appears, nothing happens due to the 'collision' not technically passing through the player. So instead, I set the collision detection through the update to check whether or not the player is in that spot or not. If they are, then kill the player, otherwise, don't do anything.
Next week i hope to successfully implement the death animations for both the bomb and the spike trap. Until next week,
Thanks for reading!