(Video to be added soon)
Well, remember what I said about getting stuck to walls in the first devlog, and making it into a feature? Well it’s happened! The game now has wall jumping (and double jumps as part of a power up ).
And while I was at it, I improved the controls and physics even further, so now jumps have variable heights, you no longer clip into slopes, you don’t stop immediately when quickly turning, and many other small fixes!
Although, with these new additions, there is one... glaring problem.
I had to go back to the green brick for a player sprite . Funnily enough, an unanimated green brick actually looks better than an unanimated Edd sprite. One is normal..ish and the other is just... unnatural . It will be changed when animations are finished though.
At this point, all I’d have to do for a quick alpha build or demo release is add two more enemy types (or finish what I have of them so far), make the menus not looks so.... ms-paint-y, and design some actual levels, but I’m not the kinda guy that’s just gonna slap something together with low effort and release it like that, I mean, the game has been in development since 2016 (kinda)
Also, a little list of things to add after finishing the base things includes more in depth and better looking menus, a level select, multiple playable characters (already somewhat have that added but it’s not finished), and improved graphics and animations (which will probably take the longest ).
Anyways, that’s all for this devlog. See you in the next one
-v0rtex
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