Devlog - Version #0.7
General
+ Added Controller Support for the Xbox One and PS5 controllers.
UI
Main Menu
+ A new menu where you can choose one of 9 levels to play, alternatively you can also enter an experimental menu where you can choose the levels in an interactive environment.
+ Added an exit button
/ Changed the pictures of the Xbox One controller and a keyboard in the ‘Controls’ screen.
Levels
+ A selection of 9 small levels.
+ Added an interactable level room that lets the players access the afore mentioned 9 new levels
+ All levels can now be restarted by pressing R on the keyboard or Y on the Xbox One controller / Δ on the PS5 controller.
Features
Stomp Feature
+ Added a “Stomp-able Block” which falls down when you stomp on it.
/ Replaced the old “firework impact particles” with a new “smoke impact particles”
Line-of-Sight Hazards
+ Added a “Knockback Turret” that shoots projectiles that will push players horizontally (depending on the player and projectile location)*
/ Turrets are now able to shoot at the player character from further away.
Questions
What you’ve delivered this week.
Everyone focused on exploring challenges/moments in their sketches and- respective levels. We’ve added 9 levels, added controller support- and rehashed the main menu a little.
What do you want feedback on specifically?
Given the fact that we mostly worked on creating levels this week, we would like some feedback on our levels. Mostly focused on the design and the clarity of how these levels are presented- and perceived.
Any outstanding problems we should be aware of (known bugs)?
[#20] The player character can be launched upwards and off the screen when the player jumps towards and stomps on either side of a trampoline block. The player character eventually falls back down.
[#22] When the player stomps on a Trampoline Block next to a Stomp able Block that’s on the ground, the player launches in the air as well as the Stomp-able Block.
[#23] Pausing while transitioning to a level can cause the screen to fade to black.
[#21] *In Level 8, the knockback projectiles launch the player character upwards instead of pushing them horizontally.
What did you intend to deliver but didn’t (aka what’s missing)?
- A timer that depicts an accurate representation of how time progresses in real life- and doesn't depend on the game's frame-rate.
- A main menu that captures the game's feel- and introduces the player to the game's main mechanics.
- Rationally-designed levels, adhering to the level design process.
- Gym levels that show variation and experimentation of the challenges presented in the levels delivered.
What you intend to achieve next week, and the weeks after that?
With the next build we intend to create some new challenges. We ultimately want to focus next week on making our game more consistent- and cohesive. This means that we will be focusing on making a difficulty curve table and a Rational map of the game.
In the coming weeks we intend to add a new interactive main menu where the player can choose the levels they want to play using the character. We also intend to make the game more of a cohesive experience where the levels aren’t just in a random order, but are carefully selected to fit our model of flow.
Buglist
Files
Get Stomp-Fu
Stomp-Fu
Stomp-Fu | IGAD | Breda University of Applies Sciences
More posts
- Devlog - Version #1.0Apr 09, 2021
- Devlog - Version #0.9Apr 02, 2021
- Devlog - Version #0.8Mar 26, 2021
- Devlog - Version #0.6Mar 12, 2021
- Devlog - Version #0.5Jan 28, 2021
- Devlog - Version #0.4Jan 28, 2021
- Devlog - Version #0.3Jan 13, 2021
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