Posted May 25, 2020 by Wistpotion
Alright. It's that time again. Time for a devlog. Hell yea!
This cycle I have been mostly messing around. Fixing bugs, doing all of that good stuff. But what is actually INTERESTING is the prototyping I have been doing. I have been creating enemies, and some other stuffsies!
You think the name is very creative? Thank you! Alright, alright, it's not the best name, but it's good enough as a placeholder. Right now everything except the player is placeholder. The level, the art for the enemies and so on. That's how I can do a lot of prototying quickly! And by keeping everything simple I won't have to remove five hours of work if the enemy shows to be complete shit to have in the game. So simplicity is key, and that's something I'm going to keep telling you. Simplicity is key. When iterating simplicity is key. Have it stuck in your head now? Great. Let's keep going!
The dashgiver is one of the items that will make the platforming more interesting. The games pillars (to explain it simply, different gamemodes / different things to do in the game) are exploring/platforming, combat and "cutscenes". To keep players from getting bored and quit the game I need to keep their attention. The best way to do so is pacing. Then what is pacing? First of all, it's a pretty big topic, so I can't go into it fully here. But a simple explaination is that it is switching what you are doing in the game, and the different things have a different intensity, so you feel differently when you do different things in the game. By switching between the different pillars/what you do in the game, you can keep the players attention, so they don't get either bored of the game, or exhausted.
The Flameweels are not that dangerous themselves, because you can easily dodge the attack by simply jumping over them. But they keep you on your toes since you can't kill them yourself. The only way to get away from them is to either dash onto the crystal when the weels are close or to trick them into a hole somewhere. These will be most interesting when they are together with other enemies, or are put above Victoria when she is walking up a hill or wall.
This one took a bit more time to implement than the others, because there is a bunch going on for him:
I implemented some wind, which is going to make the platforming more interesting, and this will let the player mess around a bit with the physics! And then I might have gone a bit overboard:
Thats about it for this cycle. Until next time, I will get all the prototypes done, so I can get into creating the levels, and playtest them! And after that, I can begin working on the bossbattles!
Until next time, stay safe, and just have some fun! Share this if you think it earns it, and join the discord server.
Hizuvi's out!