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!
Lindsay is a solo game developer, designing and creating games that he hopes all will enjoy.