Day 5 - Sleep, where art thou?

Published August 13, 2016
Advertisement

Day 5 just ended for me.

Progress Report:[color=rgb(40,40,40)][font=arial]


[font=arial]

- Main Menu -- I have something, not sure if you'd call this a main menu, but it's there!

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- Victory and Defeat screens or dialogue -- I have a defeat screen. It's a bit weird too... Still missing a congratulation screen for completing the game and might add a score to the defeat screen as well.

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- Ball of light for the intro -- I keep post-poning this one... I've polished nearly everything about the intro yet there's no ball of light yet... Depressing... I could just make a quick particle emitter prefab?

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- Camshakes!! -- YES. They only trigger when you lose a Ruin, but I think it gives great feedback! (it only just dawned on me that it would be weird to see undeads fighting off broken ruins to death... oh well!)

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- SHADES (enemy type) -- They exist. They don't have their proper AI yet, and I'm missing everything related to Light, so right now, they're invulnerable!

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- Light/Torch mechanic -- this is missing altogether. Big chunk to tackle on Day 6 for sure!

[/font][/font][/color]
- Additional Ruin stages -- I didn't get around to make a lot of them work (safe for the Idol's loss condition) but I've got a lot of them art-ed which is a big plus! I was too braindead to develop new features and figured I'd give it some art time. I am pretty happy about how the Temple column ended up looking (particularly its last stage of evolution!).[color=rgb(40,40,40)][font=arial]

[font=arial]

- A lot of ART -- I think I covered a lot of this. I'm still missing mundane Ruin evolution stages though much fewer than before, and I have nothing yet for the Idol, which will take some time...

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- FX (particle effects) -- Some... but not nearly as much as I should have made!

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

[font=arial]

- Gamepad support -- Post-poned yet again.

[/font][/font][/color][color=rgb(40,40,40)][font=arial]

+ whatever I may not have in mind right now...

[/font][/color][color=rgb(40,40,40)][font=arial]


- I need to rework the Spawner logic to insure the player is presented a fun challenge. Right now, it is just a test mode, and it needs some kind of a difficulty curve and dispatch an event when the game is actually completed. Another thing for Day 6 I guess!

[/font][/color][color=rgb(40,40,40)][font=arial]


- Block player from exiting level! It's not as easy as it sounds because I do spawn things outside from the level (at the top). Could be tricky to do right unless I plan on adding different layers of collision which would really be a hassle at this point.

[/font][/color]
[color=rgb(40,40,40)][font=arial]


I need sleep!

[/font][/color]
2 likes 1 comments

Comments

Thaumaturge

You're getting there, by the looks of it! ^_^

August 13, 2016 02:27 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement