Really enjoyable, and amazing work for the time frame! Loved getting the little acheivements as well :)
Recent community posts
So it turns out I had some time to do a bit of play testing, and as a result I’ve tweaked some of the movement values.
I’ve also added the ability to skip the tutorial levels, particularly level 0-3, as the crouch jump was very difficult to perform, and isn’t really necessary for the rest of the game.
I've now designed 9 levels, plus a few tutorial levels, and I think that is suitable for the scope of the jam, given the deadline only days away. I am going to make another attempt at making some music.
I've managed to iron out most of my issues with storing and instaniating my levels, coins, etc. - so I'm going to design some actual levels before I do anything else (so I have at least a few levels by the deadline). This should hopefully be very streamlined, as I have already created all (or most of) of the assets I need, so I should just need to tweak the movement values. After this, I just need to add a start, pause screen and the like, before working on music if there is any time left.
Another little progress update - I have (kind of) implemented a level manager to load level prefabs from a queue, and I am just trying to sort out instansiating the coins at the right places. Spikes and respawning have been fully implemented now.
I've added some more animations, and I have begun work on the sounds.
I plan on adding in some more obstacles (i.e. spikes and falling platforms) in the coming days, then I will be able to design some levels.
Another gif! I thought it would be fun to have a little glass of water searching for ice cubes as my game. Just added some rudementary animations, I plan on spending a bit of time over the weekend working on the sprites. I also tweaked the scale, and I can't decide which I prefer - I will probably stick to the smaller scale as I can fit more complex levels on screen.
I (mostly) finalised the movement code, save for a few value tweaks that will come later.
Here is a little gif demonstrating the movement so far. (btw, the lines are just the collision points, I forgot to hide them for recording the gif)
I have now added the wall jump, and have started work on my tileset for the game. I need to tweak the values for my various "special abilities", but I think that will come after some of the levels have been designed.
I have tried using rule tiles, to help streamline the process of creating levels, but I have been experiencing severe performance issuse using them if there are more than a couple of platforms on screen, so I think I'll just do it manually for the time being.
The discord has been a big help today - they managed to sort out my collision detection issues I was having with my tiles.
Thank you for the kind wishes! The colors are just notes for each item (e.g purple is a fix, blue is a "possible addition", orange is something which might be difficult to implement, etc.) - just so I can keep track of what may be more or less work really.
I have added separate in-air drag to allow for more air control, and have also added/fixed my long jump, which allows you to jump futher from a crouch position.
Next job is to add a wall jump, then i can get on with the graphics.
My current vision for my game is a platformer set in an icy cave. I plan on using a pixel art style, taking inspiration from Celeste.
I've only had time to work on the movement as of yet, but I've created a basic to do list for my plans.
I look forward to working on this project in the coming weeks. My goal is to complete a full game, with a range of levels. I want to finish this project, even if I run out of time during the Jam.