Devlogs
First Post-jam Version
LOOPA downloadable game for Windows
Posted November 15, 2020 by Blue05
LOOP went really well for Ludum Dare 47! I wanted to try some new things with the game, but the old project was very unorganized, and wasn't optimized in a way that made very expandable in the future. Due to this, I decided to rebuild the game from the ground-up. Since I spent most of the time rebuilding the game, there are no new areas or mechanics yet, but I have a lot planned for the future. I'm also open to suggestions. Here are most of the changes I made in the new version:
- Updated the resolution of the game to fit with the standard 16:9 aspect ratio, which also means levels are a slightly different size too. The old level size was 28x21 tiles, while the new level size is 32x18 tiles.
- Updated method for collecting gems/secrets. You don't have to make it to the end of the screen to collect gems, but you have to stay alive for a little while before they are fully collected.
- Updated the images for spikes, and reduced the hitbox size of them.
- Slightly changed the look of floating particles.
- Added new dust particles when the player lands and walks.
- Changed the look of the player, and improved player animations.
- The player no longer jitters when landing on the ground(bug).
- Changed the sound effects(their nothing special, but I think they're better than the originals).
- Added screen transitions between levels.
- Slightly changed the player's death animation, and added a new death screen transition.
- Added new levels to the first area.
- The final screen/death room at the end of the first area has been removed. The new level that replaces it is similar, but a little less difficult.
- The final room now displays your death count and time. I will integrate those stats somewhere else later, but I thought it would be fun to add them.
There are many changes I made to make development easier. Most of these changes have no real effect on the player, but should allow me to do things that weren't possible in the original. Because of these changes, I'll also be able to make progress faster and push out updates ore frequently. Here are the changes I made on the development side:
- More organized scripts.
- New system for variation in tile sets.
- A system that scans tiles and places down collision objects, so I don't have to place them all individually.
- Objects that create groups of particles, instead of placing each particle individually.
- A system that automatically assigns layers to objects and tile sets, so I only need to worry about one object and one tile layer in the level editor.
I think that should be everything worth mentioning. A huge thanks to everyone who provided feedback on my original Ludum Dare submission, and to those who encouraged me to keep going with this game!