DEVLOG - Basic level blocking
This week I decided to change the location of where the game is played. This was decided because building a full layout for a mansion as a 2D platformer seemed it would take to much time, the new location is a tower. I first decided to make it one long tower that when straight up. upon building I decided to make certain levels bigger and add platforms in areas to get to the next area, example in figure 1 . The reason for having certain rooms bigger is to allow for the placement of certain enemies. Having different sized rooms also allows more variety throughout the tower, as having all the levels/ rooms look the same is not as interesting. To make the tower I used a tile map made by (Ogrebane, 2010). I used tile map collider 2D to allow for interaction between the environment and the player. After the player kept getting stuck on certain tiles, I gave the map a composite collider 2D this removed all issues the player had when interacting with the map.
After receiving useful feedback from classmates, I decided to add two other zones the player had to go to in the tower, as people were getting to the top quicker than expected. I have also added in lava where if the player collides they will immediately lose the game. So far only two of the tower sections are completed and have different way of getting to the top, figure 2.
Feedback
Aashish – “Ughhh I had to start all over again, fell down. Positions of bricks are quite nicely placed (Smart work, well calculated). You can make the speed just a bit fast maybe if you want to? Otherwise, it is nice so far.”
Julia – “Looking good, once the camera gets sorted will be even nicer”.
Harkirat - “I was able to reach the top of the castle(?) . The game is great and loved the gameplay”
Improvements
The third tower still needs to be built as well as adding animation to the lava. I plan to also add “decorations” into the map so there isn’t not just wooden planks and stone as the environment. These changes I plan to finish after getting the enemies working as I already have designs planned, they just have not been added into the game yet. I have also got to plan on fixing the camera, so it does not fall outside the tower boundaries.
References
Ogrebane, 2010. OpenGameArt.org. [Online] Available at: https://opengameart.org/content/16x16-tiles
Ghost Escape
More posts
- DEVLOG - TestingMay 28, 2023
- Documentation + User guideMay 26, 2023
- DEVLOG - UI/PolishMay 21, 2023
- Test SurveyMay 17, 2023
- DEVLOG - Presentation / GraphicsMay 14, 2023
- DEVLOG - EnemiesMay 07, 2023
- DEVLOG - Player MovementApr 23, 2023
- Assignment 2-Game conceptApr 14, 2023
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