Journal Entry 2
Date: 17. 4. 2021
Activity: Implementing one page design
Time spent: 2h
Once I reopened the one page design to continue implementing it, I realized there are multiple details I didn't notice before, mostly regarding the enemies mechanics. The enemies are supposed to turn every three seconds, I will have to code that myself. Shouldn't be too hard. Also the FOV of enemies should be visible. This mechanic seems a bit redundant, everyone should be able to figure out that enemies facing you will start attacking. However, I decided to worry about this next time.
The player is not able to kill the enemies. Weapons aren't necessary for any part of the level, so I disabled them. Also enemies should kill the player in one hit. Instead of making the player have a single life, I made the ranged projectiles behave like acid, forcing respawn on impact. This way the player doesn't respawn at the beginning of the level, but at the last checkpoint. I created one checkpoint right after the first puzzle.
In the end I proceeded by placing all of the interactive elements (doors, pressure pads, switches, keys...). I had some trouble positioning stuff at first. Elements of the level were randomly disappearing and shifting out of place. This was all due to empty game objects I used for grouping related objects together not being positioned at origin. I probably should have noticed this earlier, but creating empty game objects doesn't position them at 0, 0, 0 for some reason. Seems a bit counterintuitive. However once I figured this out, everything went smoothly.
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Project B
Status | In development |
Author | Martin Mihálik |
Genre | Platformer |
Tags | mff-gdintro-2021-b |
More posts
- Journal Entry 3Apr 25, 2021
- Journal Entry 1Apr 11, 2021
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