Devlogs
Devlog #3 - Puzzles/Interaction
Falling spikes
For level 2, I had realized that I wanted to have a larger scene, so players could use their impulse more effectively, so a trigger was set up at the start of level 2, this would essentially just zoom out the camera, to give players more space to play with.
Camera zoom out
Boulder trap
New features(weren't mentioned):
- A level-timer has been added, the player has 60 seconds to get to the end of the level before it ends, then it loads the out of time scene, where the player can choose to play the level again or go back to the menu.
Feedback:
Feed back this week was minimal (due to uploading my build a bit late),
- Isaak had said that he loved the addition of falling stalactites/spikes, the meter which showed impulse charge and lastly the animation for when its activated.
- Ian had said that there may need to be a "Lindsay mode" as there is a lot of dying plus a timer which is a lot to keep track of.
- Jack had said that the jump is a little floaty, but that was something I had decided was the best route to make it more forgiving to the player
Future Fixes/Features:
- Finishing Level 2, probably adding one more jump puzzle.
- Adding sound effects for the player, for when the impulse ability is used, level ends and dying.
- Adding fast paced music, promoting pressure towards the player if played with timer.
- polishing the menu scenes, as well as adding a slider for music/sound effects.