Welcome to the April update! Here's what I've been working on for the past month or so. It's had periods of immense productivity and periods of not, but overall there has been quite a bit of progress made.
New Area:
The second to last area of the game has been successfully designed, drawn, and implemented! The final two areas of the game will be about the same size as the demo area. The final two areas are in their own little world, away from the main world.
I also implemented a new mechanic for the new area (it required reworking the pause time script a bit...) that made a few puzzles possible.
The area is playable and designed, but missing enemies.. So this is what I will work on this month. After that, I will circle back around and re-put in any elements that feel missing from the final level.New Hub Area:
Next, in accordance to an outline for the story I wrote a few months back, I created the base assets / implementation (colliders, etc) of the hub area that you will visit throughout the game. Screenshot above.
Although at first the Transient Palace was close enough to a "hub" area, I think story-wise making it a dedicated place in the game made more sense.
Along with the new hub area is a new camera-motion script. I've made the camera 'lock' to walls. I.e., the camera boundary cannot exceed a certain x and y position for top, left, right, or bottom. Initially, I wanted to avoid this because I wanted the player free control of the camera (such as with 3d games), but felt it was necessary in the hub area so that you cannot see outside of the confines of the area, which has no background. I may implement this component in previous levels as well.
The camera (along with movement) will continue to be tweaked throughout the process.
Thanks for reading & please look forward to next month's update!
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