Devlog 6


We have made the third and final level of our prototype.


Featuring more rats...


More fans...


A descent filled with holes...


And perilous walkways.


We also added logic behind the goop obstacle. Now, if you run over it, it will slow you down!


We also resized the user interface text in the first level, as you can see above. Hopefully this makes it clearer and easier to read.

We have also optimised the level creation process by building specific pipe section at a time and saving them as a prefab to allow for quick placement and building of the sections. While this does remove a bit of the individually placed craftmanship it is significantly faster and represents how the level design would work if the levels were automatically generated.

 

On the backend side of things, we have been attempting to implement feedback we received from a group testing. A common issue was that the movement felt a bit slippy when trying to go up the walls, and this translated to the most important mechanic of a platformer feel unsatisfying. As a way to get around this we found that we could turn off the players gravity while they were on the floor, allowing them to easily glide up walls. As soon as the player jumps or they leave the floor via other methods gravity will be reapplied to them.

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