Devlogs
Devlog #12
And were back!
I was out of town for a bit and had Covid for almost 2 weeks so I didn't make as much progress as I had hoped.
Systems Updates:
- Added a Jump lockout to avoid people scaling walls by spamming jump in the direction of the wall. (Still somewhat possible and will be adjusted further or forced to jump away from wall)
- Added "Tester Checkpoints" dropdown in the pause menu. Now players testing the game can jump between various sections of each zone to test things without worrying to much about progressing to try out new zones or lose of progress. Testing was very difficult when the player had to struggle through the first parts of the game to get to later zones.
Level Design:
- Forest Zone
- Reworked some of the rock placements leading up to the canopy
- Added various triggers to start lowering the forest parallax when the player starts to reach the canopy area
- Added new "Thorn Panel" assets to replace the old free standing thorn assets in all of the forest zone
- Added a mushroom in the final section leading to the canopy to force the player to not double trigger the canopy parallax trigger and break the parallax transition
- Cave Zone
- Completed Cave Zone level design
- Completed final art assets for all of the Cave Zone
- Created and implemented Cave Zone parallax background
- Added triggers to initiate and remove parallax when entering and exiting the cave
Art Assets:
- Cave Parallax
- Mountain Parallax
- Cave Entrance/Exit Pillar
- Mountain Boundary
- Thorn Panels
- Castle brick, Brick Cornice, Flags(temp), and Wall Spikes
- Metal Block
- Tower Background
Moving Forward:
- Sky Zone grayboxing
- UI rework
- Audio rework
- Player VFX
- Main Menu Art
- Opening Cutscene
- NPC's
- 3-5 NPC's with tips and tricks when approaching areas that are a little bit harder to figure out
- Opportunity for me to inject more flavor and personality
- Comprehensive Beta
- MAYBE
- Player Animations
- Mobile Controls/Release
- Stand alone level/challenge mode
- Leaderboards