Game
Untitled Knight Project
9 years ago

Solidifying Gameplay Mechanics - Also added spike traps


So, over the past couple of weeks, I’ve had some pretty good feedback on a couple of subreddits. It has made me realize that I needed to start getting serious with this and look back on my document, rewrite some stuff and figure out how these mechanics are useful in game. Due to inexperience, my how development process was just backwards.

Started designing some levels, figuring out why everything was placed there and I feel like I’m progressing a little more. I can see the light at the end of the tunnel I guess, whereas before, I felt as I delved further, it became very dark. I was unsure of what I was doing.

Anyway, let’s lighten the mood a little and check out the spike trap…

5d0af6a7d3ade.gif

As you can probably see from the clip above, the ghost dashing is pretty static. Well I’ve been getting around to changing it completely and it’s challenging, but each frame I work on, it really starting to come together. It is a work in progress and will most likely need some inbetween frames added.

5d0af6b17551a.gif

I hope everyone has a great weekend. I will try and post a little more often, even if I have no new content to show. Maybe just my experience throughout the week and some work in progress stuff if I have it.



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