Build V.3


General

  • Main Menu Added
  • Pause Screen Added


Dash

Mechanics

  • Character isn’t as floaty anymore; they are a bit snappier

Gym Level

  • Changed some of the challenge descriptions to be a bit more specific
  • Added a wall to prevent a skip in the Complex Level Design Challenge
  • Changed the height of the gap on the Dash Through Small Gap from Standstill so the dash is required

Bug Fixes

  • Fixed a bug where the dash would become available if the timer was finished but the player hadn’t landed yet.

Known Issues

  • Tried adding Dash to the parent but that didn’t work so that will be ready for next build


Danger Zone

Mechanics

  • Every zone has visual feedback
  • Some zones has audio
  • Character movement has been tweaked

Gym Level

  • Updated the gym challenges
  • Zone visualization has changed

Bug Fixes

  • Damage over time is actually doing damage over time.

Known Issues

  • Not all audio works properly
  • Might be some bugs with the regeneration


Patrolling Hazards

Mechanics

  • Added possibility to not take damage from hazard.
  • Player now takes damage more than once when in contact with the hazard.

Gym Level

  • Recreated challenges according to previous version.

Bug Fixes

  • No fixes to known bug.

Known Issues

  • The hazard has a delayed start in movement which gets bigger or smaller according to hazard starting speed.
  • Some collision boxes are bigger than the intended size.

 

 

Files

2021-y1b-team-10-win.zip 543 MB
Version 3 Jan 07, 2021

Get 20/21 Y1B - Team 10 - Lazy Lily

Comments

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(+1)

Week 5 Feedback:

Overall there's a LOT of work going into individual gym levels, and you're actually past the point where you should be making sure your features are combined (though there's evidence of this in Davy's level).

The character is remarkably slow - and by intention on your parts. This isn't actually a bad thing in itself, but make sure you know what that means to players. A nice tightly packed level would make this work.

Davy:

Dash isn't resetting on player respawn.

Don't get too carried away with the level design. Break it into chunks and analyse those chunks for how they could be varied in difficulty to make up a level.

3Cs are ... interesting. Tilted camera makes any potential backtracking feel horrible ... think about maybe making it responsive to player direction, see what you think?

Camera is, in general, very snappy and responsive in comparison to the light, floaty character. Think about how you might want to play around with that to enhance the floaty light feel.

Hoikei:

Character feels less floaty than Davy. Less extreme Camera tilt is a bit nicer, though there's a downward angle that feels uncomfortable - feels a little harder to judge distances.

Watch out for a slight tonal shift between you both. Davy's googley-eyed character is just slightly sillier. Both are nice and carry the direction well, but make sure you're not diverging over time. At some point someone's choice has to go forward.

Some nice particle placeholders. Feedback on everything. Very thorough job.

Not convinced about the gameplay implications of the feature at this point, though! 

Health regen in particular feels like dead air as the player ... I just sit there. There's some aesthetic arguments I'd be open to, that perhaps having the player stand still and do nothing is part of the overall sense pleasure of play - but to not declare this a an unengaging moment, I'd need to hear that argument from you! ;)

Blizzard seems quite particular and bespoke. I actually couldn't get past it (the jump distance is brutal) but it doesn't feel like something that will be particularly dynamic and useful for level design. Would love to see some examples of it tied to other features.

Tudor:

Obviously carried over from previous project, so I can forgive the 3Cs being off.

Functionality is good, and a good fit for this game. Make sure you've got suitable placeholders as white blocks don't read as dangerous. There's a good sense of life in the platforms with varying speed, but think about enhancing that. Think about the motion and what each stage represents: a wind-up, an attack, and a return. Make sure each stage "reads" to the player.