Last week things got a little off topic and instead I talked
a bit about work ethic. I didn’t even talk about the fact that I built about
half of a level. This week I finished
the other half of it. This new level is by no means done. In fact if anything
it has highlighted some of the short comings of my game currently. You can’t
really know what is and isn’t working until you try to put it all together as a
cohesive whole. In my test level I could tell if thing were functioning and for
the most part they were. But was the functionality that I made in the test
level working in terms of actually being fun to play? The answer I got was yes
and no. Certain things work really well and other things do not.
For example my using the portal as a barrier against enemy energy
attacks is really rather cool. This also makes my stationary beam attack
enemies and spot light enemies more cool. Also in the cool column are the fire
push colliders. Using the portal to block a vector in the future or utilize a
vector in that past is default cool. Having the Player teleport to the past to
get a checkpoint reminds me of opening a shortcut to a bonfire in Dark Souls. However the spotlight enemy that I made need
to track the Player once spotted until the Player is out of sight for a certain
amount of time. My little rushling enemies are not fun to fight on slopes. The
flying nuisance enemies don’t seem to even have a place in this level.
The level right now is currently just populated by some
enemies, push colliders, checkpoints and the rest is level geometry. Currently
it is in white box mode. Nothing pretty, mostly function. So the next step is making
the stuff above that is not working to its full potential, function better.
I did also address some minor problems this week like the
Player’s attack animation could not transition to the duck animation. Meaning
that the Player would stick on the last frame of the attack animation if you
attacked and then pressed down on the controller this made fighting the
stationary beam enemies not fun because your control would break mid fight
causing you to take a hit. I found this out while putting them in this level.
Fixed this and it became more fun. I just have to keep doing stuff like that to
make the level better. Stuff to do next week.
This is how it looks right now.
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