2 months ago

Dev Rambling Time

Ok I'm actually glad that I restarted the whole engine from the start, like idk WHAT I was doing with this(besides the depth sorting but I've pretty much got what I needed to fix it) but besides that


I wanna at least try to critique my own work a bit and instead of dogging on it I at least wanna give criticisms of it of what I've noticed from looking back.

First thing's first, I mean my old artstyle was ok? for the most part, currently the art style I've got currently is a major improvement, but also like the animation too was pretty clunky, it feels pretty stiff. Regardless if it was vector or not it still feels a bit... off. Other than that everything's ok.. not terrible, not really good, but just ok enough to where it's appealing enough.

Second of all, the controls, GOOD GOSH what was I doing with the controls?! Not to overdramatize it, but like the controls feel super stiff, but also pretty slippery? Moving around feels super weird, and the jumping is only like a short hop, you can't really control how high you jump.

Which the reason why I did that was because that I wanted each character to feel more different to play as, which I still do, with different speeds, heights, etc. but I may have went to far with it to a point where it's not even as enjoyable at all.

Even as Elliott who I didn't make much different besides his glide, but that also feels super off.

Another thing, that's pretty minor was the old Bryant boss fight, for the most part it's alright, it's introductory, and it's still gonna be, he's changed up his moveset a bit from the first game, but besides that he still feels the same, which isn't much of a bad thing, but I do wanna try to differ him up a bit.

The last, and major thing I wanted to address.... the level design. I know I was mostly experimenting with the level design, but like... wow, the level was like super bland and boring, not to mention like how much it can get in the way too. The pillars in some areas just completely break your speed, which isn't even as fast since it's been in a static speed from that old version, which makes it feel like an autoscroller, which can be pretty boring. Along with the fact that the controls suck, it makes it easy to run into things and can get pretty frustrating. The level also feels super short too, which isn't a bad thing, but it doesn't really leave much of an impact, at least that's what I can say about it.

Another nitpick that I have with the level design, mostly dev related is that the level was for a point actually tile based. I don't know why I made it like that, I could only go to a limited height, and the clipping issues were a lot more annoying, not to mention that in an older version, that the clone count was nearly 600+? It's dropped down to 24 for the tiles but still, really bad and pretty unoptimized.

Most of the issues have been fixed in the newer version, but some are still being worked on, but they're not as bad as from the previous version.

Buutttt yeah! I just wanted to try to do something a little bit different with this! I probably also might share the old version so you guys can see what I'm talking about and hopefully have your own conclusions with it

Anyways, that's all,

Benjiro out

Stay hydrated



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