Week 10
So we are two weeks away from when this project needs to be completed for. I am of course anxious that it may not be possible to fully realise my vision in this short time frame and so this might be a reality I just have to suck up and accept. So everyone has been given jobs Samuele continues with movement, Fiona is working on enemy AI, Gerda is making the menu while Sean works on a simple lighting system. I am trusting Samuele with overseeing these tasks and they should go to him if they encounter an error in code.
Ethan had been tasked previously with working on enemies and since he has completed another enemy. A sort of floating jellyfish kind of enemy very similar to a metroid from the Metroid and I am very happy overall with how it turned out so yet another good job by Ethan. There is a very kind of bouncy feel to this enemy which will blend well with the players animations.
I had more discussions with Samuele on movement and we looked into what makes the platformers we know and love so nice to play and so I went and researched it.
A lot their player character are not just simply moving from point A to point B there is an accelerating stage in their movement and this is something Samuele has implemented in the games movement if you see the video attatched in the previous week.
They also would have a stage where you can still input a jump even after leaving the platform and so this is a system we are gonna try and implement.
I also got to working on some tilesets and took heavy inspiration from games like downwell that have you explore a sort of underground area very similar to the cave aesthetic the results were very similar to what I had invisioned for the game. I am gonna hold off on putting these into the game until I am full sure that collision is working properly.
There is a whole lot of things within this tileset to help make the game feel more alive so I am looking forward to seeing how it looks in game. I took the player, music and vibe into account when making this and I believe I have created assets that will mesh really well with the assets I have made previously.
Tasks At Hand
- Put the tiles into the game
- Create promotional material for the game e.g covers and trailers.
- Try and get the project wrapped up.
What I Learned
- There is no more time to be messing around we need to get this done.
- Tilesets can be quite difficult to make and can be quite time consuming.
- Stay within reality and try to make the best of what is possible for your current situation.