Journal Entry 1
Date: 10.4.2024
Activity:
- Implemented the design from my Project A
Notes:
Most of what I was doing is already said or can be seen from the design document so I'll try to point out only the interesting things/problems that happened during the implementation.
First I experimented with Ellens light distance because it was too short for me. This gave me an idea - I put this light to the teleporters which made a cool glowing effect when they are in the dark.
I tried to design a spiky platform which served as an obstacle for the player (for example in Acid Bath) so that it doesn't look like a generic moving platform with spikes. Here I ran into an issue where all my sprites in the new platform were on the same layer and so they overlapped randomly. I also found out that playtesting the game takes a fair bit of time.
Lastly was managing animations of the doors/teleporters in Crossroads based on which keys are picked up. The problem was that key pickups are in different scenes than the doors/teleporters. I resolved this by creating TeleporterManager and DoorManager classes which had static variables that I could write to in the different scenes. I also tried doing this with PlayerPrefs but it seemed to me like this is really only meant for player options and not the thing I tried to achieve.
Invested hours:
10.5h - Implementing the design
Outcome:
Build (uploaded to the itch.io page)
Files
Get Project B
Project B
mff-gdintro-2023-b
Status | Released |
Author | matouseek |
Genre | Platformer |
More posts
- PresentationApr 22, 2024
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