** Latest Build - V1 **
http://www.sharemygame.com/share/4877071c-e410-4201-848f-747011717fe2
** Development Updates **
August 28: Level Beats + Timeline Animations
After a long break for WoW launch, it feels good to jump back into the project! Since last time, I’ve added a few things: working score system, ability to control when you shoot, and various upgrades to the level. I’m beginning to transition into using Timeline for enemy & player movement, but having some trouble as I decided to grab some assets from the store with animations early on. It seems these are conflicting with the movement animations in the lessons. Whoops.
More to come soon, in the meanwhile… here’s a WIP beat chart from Lesson 110:
August 10: Map & Obstacle Brainstorm
I’ve been thinking a lot about the gameplay loop on the map. I’m attempting to segment my map into sections with purpose/theme. Here’s a copy of my current notes.
Current Flow
- Begin with introductory sections to introduce player to gameplay mechanics/movement (Vertical movement, horizontal movement, first enemies, first simple camera-turn)
- Build upon the core movement + shooting mechanics to slowly increase difficulty (tighter obstacle spaces, more enemies)
- Next type of obstacle mechanic is added at [Movement Skulls - Vertical]
- Mini Boss - Ideally this section teaches the player about the idea that there are larger minions that require extra effort to defeat
- Variation on [Movement Skulls - Horizontal] while moving over water
- In the section after Horizontal Skull until Final Boss will be the most difficult gameplay section with a combination of all previous mechanics + enemies
- FINAL BOSS: I’m hoping to slow down movement speed in this section to almost zero and increase his health so that the player will need to horizontally dodge his attacks while attacking. Once the player kills the boss, movement will resume as normal.
- LAPS: If a player completes a lap, I’d like to increase the difficulty of each following lap. Unsure how this will look for now… possibly increased enemy spawns or increased enemy health.
If you have time to play through the level or read through the notes, I’d love any feedback!
August 8: Playable Version 1
Hey all! I’m hoping to keep track and gather feedback on the current status of my project. Here’s a very first pass at a playable level-loop. I’m hoping to gather feedback along the way, so please tell me any thoughts, ideas or feedback - even if its negative! (That’s helpful!)
Implemented & Needs Feedback
- Player Movement
- Obstacles (What was fun? What wasn’t?)
- Environment/Level & Circuit
- Sound & Visual FX
Upcoming Plans
- Moving + Shooting Enemies
- Score Tracking [DONE]
- Menu System
- (Possible) Health Tracking
- (Possible) Power-Ups or Speed-Boost
- (Possible) Storytelling [STARTED]