Posted October 06, 2021 by Cheeseness
Greetings, delivery enthusiasts!
I wanted to give Cloud Courier one last day's worth of effort before we look ahead to decide what the future holds for this project. In the recent post-mortem, I talked about how level generation guided players away from engaging with the game's mechanics and play space as intended, and doing something that addressed that while still holding true to the sort of work that was achievable during the jam is something I've been wanting to do since before the jam ended.
The new system places wide air streams at the very top and bottom of each level, guiding players outward toward the edges of the play area and inward toward the centre respectively. These act as a safety net - a reliable outer network of air streams that can get a balloon from any horizontal position to any other horizontal position, but isn't particularly quick.
In addition to this, the game now creates a series of air streams that run from left to right across the level without gaps, and then vertically offsets each one to make navigating them feel more technical. That's done from left to right as well, creating much more complex and dynamic-feeling air stream layouts than the previous quick and dirty above-and-below-each-island approach.
While I was working, I also added some quick sound effects that I'd recorded while doing audio for my most recent "full" game release, reworked the differential altimeter to look more like a spirit level, and added a tent to the "home island" that can be visited after completing 5 deliveries to move to a new level.
This will likely be the final update to the "jam version" of Cloud Courier. Regardless of what comes next, I'm proud of what the three of us accomplished here, and I'm thankful for the kind comments that players have shared with us.
Enjoy!
Full changelog: