Second Build


Build Notes:

- Semi-finalized versions of the features
- Each feature is showcased in its separate 
gym level
- Each gym level contains small challenges 
& and I couple of metrics 
 
Known bugs:
- In the Platform Gym level, the character 
instantly regenerates any damage taken
- After death the player does not recognize 
ground types anymore.
- Standing in a respawning disappearing 
platform causes strange issues
- Sometimes a walljump is only vertical
- Sometimes the player can walk inside
of damaging platforms.
- In all Gym levels, Touching the hazzard
from the side, throws the player really
high into the air.

Files

robopill-build1.0.1 268 MB
Version 2 Jan 07, 2021

Get 20/21 Y1B - Team 12: RoboPill

Comments

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Week 5 Feedback:

General:

You've got an issue with your renamed executable - itch is giving me an option of which to use. Might want to delete the whole build and re-upload.

Your notes are a bit brief. Nice to see you using the in-game menu for some stuff, but you could at least set our expectations a bit better.

There's a ton of potential in this little project, but right now you're scratching at the surface of it. Hope to see lots of exploration - both in engine and on paper - over the next couple weeks.

Bart:

Needs more feedback. You're not going to get the right "feel" without sound, maybe some basic particles. I can show you some cool Niagara engine stuff if you want.

Basic functionality of booster feels okay though.

Nice exploration of ideas, though you might want to separate them out a bit more. Will be interesting to see what exploration you can do through quick sketches to show variants.

Character feels interesting. Remarkably slow: is this to promote rocket boosting? It worked ... Feels slippy, unresponsive in a way that could be fun and in keeping with the booster.

Camera needs consideration. Booster is going to lead to a lot of "slipping" around the level, and that requires consideration of how much of the level I can see. As a player, I want to see way more - as a designer, I can see the need to constrain that. Doesn't feel like I see the right amount right now, though.

Sebastiaan:

Functionality is there, but needs signalling. Slippery and sticky platforms aren't too bad - might want to consider throwing an icon on them (look at how the hazard is handled). Conveyor platform needs indication of direction as well.

Generally there's something here that, combined with Bart's feature, could be really fun, but I don't see any exploration of it on display right now.

3Cs are basic - lack all the nuance I had with Bart's level.

Jesse:

Lovely functionality (though you can probably start hiding the debug stuff now).

Wall jump feels a bit powerful when compared to Bart's rocket jump level. Might need a tweak when the two are combined - might not. Very much depends.

Good to see you exploring options for gameplay.

An immediate issue springs to mind here, that rocket jump + wall jump is going to be an interesting combo that'll have knock-on effects for level design! Think about: does the rocket boost refill on a wall? When will a player be able to combine these? What does it MEAN for a player to have both of these options, and when will they choose each over the other?