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Devlogs

Devlog1 - Moving Platforms, Map Improvements

Bread Adventure Demo
A browser game made in HTML5

Moving Platforms

When I first played Mega Man as a kid, I was deeply impressed by the moving platforms in Gutsman’s stage. The way they combined timing and platforming created a real challenge.

So when developing my own game, I knew I had to include moving platforms—no matter what.

At first, I built a basic platform system, which was featured in the WcBonald Park section of the demo.

There are already countless technical blog posts discussing the many challenges of implementing moving platforms, so I won’t repeat all of that. In short, my initial system quickly proved insufficient once I wanted to implement more complex logic.

Instead of giving up certain ideas or level designs, I decided to face the challenge head-on. It definitely burned some brain cells, but the result was worth it—I now have a relatively reliable platforming system, and you’ll see it in action in upcoming levels.

Light Puzzle Elements

Precision reverse-jumping in succession with only a 0.1-second margin for error, while dodging high-speed bullets from every direction—it’s so cool! That I did at first. Even put a max-distance edge jump in the beginner tutorial. It proved to be a stupid design.

But what kind of challenge could I include that doesn’t demand lightning reflexes, yet still keeps things interesting? The answer turned out to be: puzzles.

Well, I admit I’m a bit of an idiot when it comes to solving complex password or analyzing image clues, so I decided to keep things simple. I just want something that lets players relax their hyper-focus for a moment.

Fortunately, with the improved platforming system, I’ve now got the tools to bring some of those ideas to life.

Map Improvements

I received feedback saying it was easy to get lost at the beginning, so I’ve made some adjustments to the early part of Sprout Forest, reducing the number of branching paths.

I also added a rough location indicator to the map, to help players better understand their current location.

I’ll admit this implementation looks a bit ugly. Given that each area isn’t especially complex, I’m evaluating an alternative solution—still weighing the pros and cons of both.

My plan is to publish a dev log roughly every two weeks. See you in the next one!

Download Bread Adventure Demo
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