Most of the basic engine was written last year; the level creation system, the collision detection, and the player movement things, along with 3 or 4 mechanics we were going to use for a now canceled game. So instead of finishing that game for a myriad of reasons, Jonny and I decided to make a more walrus-based game.
The true horror that is sloped tiles |
So since then I've added to said engine and have created more gameplay mechanics/obstacles. Originally there were about 8 things I needed to add, but after extensive brainstorming sessions it's probably 11 or 12. All current hazards are finished code-wise, and there are just 2 more things I wanted to add to make gameplay more interesting. Then of course there is the dreaded thing I am working on right now, SLOPED TILES. I'll probably get those done today though, and hopefully I can get to breakable tiles next, which don't sound too hard in theory. But I'm aiming for a goal of this Sunday the 6th of March, so this thing can get play-tested, as well as tested for bugs, which will probably be mostly done by me anyway.
I'm a bit rusty at this whole writing thing, so excuse me for using certain phrases repeatedly, and starting sentences with "so," and using the word "so" so much, it's not a very good word when you look at it. Also this one was probably a bit boring to read considering the vagueness and technical stuff, but this one's more for me to keep track of progress and such.
On the next episode of the PGGB: Entry 1 in the weekly game idea journal thing. I'll be drawing up some pictures for it because this idea is kinda hard to explain with just words. I explained it to my sister using only language and she didn't seem too thrilled about it. Hopefully using the art of visual pictures I can fully elaborate my ideas proper.
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