Welcome to another devlog friday! This week we have an extra special devlog friday, as it’s Sunday!
This week started by adjusting our mother bird’s behavior slightly to make it a bit harder to kill as before it was super predictable. Now it’s much less linear and is more likely to slay you if you aren’t careful.
The big thing this week was our level select screen. In order to extend our auto walk feature we migrated the entire system over to a timeline based state machine. This has multiple benefits. The first being less variables as timers for the most part are set once in a state and that’s it. The second thing is more structure and organization! Timelines make all the states way neater and easier to keep track of. Lastly, we got our auto walking feature working much nicer as it can now walk across multiple points to reach a newly unlocked level.
Finally, we got our vine wall back into the game and chasing the player across a level!
Our deadline for world one moves ever closer. We are aiming to have world one finished by the first of December which gives us just over a week left. Right now, the things we have left to complete are the cut scenes for the story, and the boss for world one. This involves programming and art, so there is quite a bit of work there. We are still confident in getting it done though.
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