Devlog 2 - Level Blocking


Implementation
So I already had the basic level blocking completed in my last build, so this time I addressed the feedback I recieved the week before and added some improvements. These improvements are:

  • Improved background to add the sense that you are actually moving through space
  • Added art for the Planets and the Sun
  • Added visuals for the world border with an Asteroid field
  • Added gravity well particle effect to help with knowing where the gravity starts pulling the player around each celestial body
  • Added a mini-map to help find the nearest celestial body to slingshot around
  • Added very basic logic for the enemy portals (this will be overhauled in the next build)
  • Enabled the enemies which all have their own sprites now (and basic AI pulled from semester tutorials)


Art for the celestial bodies (All art for the game is made in Inkscape)


GIF of the world border Asteroid field


GIF of the celestial body particle effect


GIF of the Planets and Asteroid field rotating around the Sun

Known Bugs

  • Player can teleport out of bounds when using the teleport ability
  • Teleport ability can sometimes teleport you in the wrong direction (I think its to do with the previous direction that was calculated)

Feedback

  • Everyone is loving the visuals of the game so far
  • Level design has a well balanced number of planets to open space ratio
  • Lack of visual indication for when the teleport ability is up again (cooldowns and other UI related stuff will be added eventually)
  • Maybe there should be a penalty for the player when they crash into a planet (risk vs reward)

Files

Build.zip Play in browser
Sep 14, 2023

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