10.16.2016 - 10.23.2016
What I was supposed to work on
This week my tasks included introducing the crouch mechanic into the player character controller, implement a timer system to create a fail state, playtest the game with a few people, and introduce a few new obstacles.
What I did work on
This week I incorporated crouching for the player character, an obstacle that incorporates crouching, and double-tapping left/right keys for a quick dash. I also rebuilt the level with the new obstacles in mind. I was able to incorporate animations (premade from Unity’s standard assets) into the player character for easier feedback on what’s going on.
What went wrong and what I’m doing about it
I was unable to incorporate the timer system I would have liked to use. I also didn’t have time to toy around with the tiling system to better construct the levels I want to make. Overall, I don’t feel like I worked enough on the chunks of tasks that I could have been working on. The double-tapping mechanic was annoying to figure, but I should have a solution that works.
I have been looking at different talks from game developers like Jonathan Blow, the creator of Braid, giving advice on how to approach programming and productivity in game making. I’ll have to take a look into those.
What’s next (10.16.2016 – 10.23.2016)
- Tweak camera system to transition between each other more smoothly
- Get a few people to playtest/experiment with the game and the controls, see how they react to it.
- Implement a simple timer system to create a “fail state” for the game
- Make a “point total” for things, not necessarily ending the game. Just a timer thing to put in there.
- Looking into tilesets/tile system
- Get some open source/free 2d sprites/tilesets for the level
- Think up more obstacles like fires, timed obstacles that lead to different routes if overcome in time, unstable beams etc…