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DAY 10

As the last stretch of this game jam closes in on us I feel like every day I get a firmer grasp on the fundamentals of gamedeveloping, coding and the Godot engine. Today might be one of the biggest leaps in progress yet as I not only completed the main goals I set for today, namely adding and coding in a title screen from which the player can start (or quit) the demo and game over screen the player gets taken to once he/she takes too much damage. (from there the demo can be either restarted or quit) I also started work on some kind of HP/lives implementation system, in other words or lovely little character doesn't die in one hit anymore. The player also gets transferred back to the title screen now if he/she picks up the goal sheet. (this will of course be replaced by a transition to a next level or an appropriate end screen, depending on how much time I have)

 I'm thinking of expanding upon this idea in a Rayman Origins inspired way if time allows me to. This would mean the player starts the level only able to take one hit but there will be collectables hidden around to expand that hit point ratio by one for each one picked up (until the player loses said collectable by getting hit). If this idea would seem too ambitious to program in by the end of the jam (16th), the demo will just work with a 3 hit system. If said 3 hit system runs out the player loses a life and restarts at the beginning of the level. Since I already have the base elements for said 3 hits = lose a life mechanic coded in right now this will be much easier to implement (as for once I know exactly what lines of code to add since I coded the elemental logic of the hit system myself. Something I'm quite proud of, even if I do say so myself). I might or might not implement checkpoints - again - depending on how much time learning to code said mechanic would take and if I can add it in by the deadline. After all, all of these ideas can be added in at my own leisure once the jam is over. The focus right now is delivering a "fundamentals" playable demo.

But enough about if's (no coding pun intended) and possibilities, since today's progress is so big when it comes to actually adding it in, coding,... knowing me I would never have enough text space to explain it all. So instead allow me to show you in a YouTube video I uploaded to my (until now) empty YouTube channel that perfectly summarises the entire progress I've made during this jam so far. 

In this devlog format I can finally do more justice to the actual look of the game so far. (don't know how I didn't come up with this earlier ^^")

And just like that you have a nice summary achieved so far, including today. As far as tomorrow's goals are concerned I'll be working a bit on actually designing a level (as the actual game room so far looks very...well non level-isa) as well as further develop the early concept ideas of ways for the player to attack enemies. I might make an early placeholder sprite just to test out the coding that will be involved in this. The stretch goal for tomorrow is finishing up the land enemy concept idea I've been working on a little bit in between so our last charming Godot bot sprite can be replaced with a more appropriately themed sprite.

Anyway, that's it for me today ! I hope you enjoyed this different format of devlog, be sure to let me know your thoughts on MusiKitty and this new devlog format in replies down below. Thanks for reading and see you all tomorrow !