Level 2
Hello everyone, I did major updates and changes to Level 2 and this was the longest I have worked in Stardance in a single day so far! I worked for about 5 and a half hours today and made some really solid progress.
- Level 2 Setup + Map Design
So I officially started Level 2. I created the base map and started building out the layout. I also added aliens around the map to start filling the world and make it feel more alive and challenging.Right now the level is still in early stages, but the structure is there. I still need to add fire/lava sections, more environmental hazards, and set up the boss fight with the goo enemies. I also want to add extra mechanics in Level 2 so it feels like a big step up from Level 1 instead of just a copy. - Goo Enemy + Shield System Improvements
I also fixed a lot of issues with the goo shooting system and improved how the shield works.
Before, the goo had problems with detecting collisions too early, so I added a small delay using get_tree().create_timer() logic so it doesn’t instantly detect its own body when it spawns. I also adjusted the collision timing using a small time check (around 0.2 seconds) so it only starts interacting properly after it has actually left the enemy.
The shield system now works with the goo reflection mechanic. When the player shield is active, the goo can sometimes be reflected back instead of dealing damage. I also improved how it visually flips and stays centered so it doesn’t look weird when the player changes direction or moves. - Combat + Collision Fixes
I also spent time cleaning up how the goo interacts with enemies and the player.
Now when the goo hits the player without shield, it properly plays the splat animation, stops movement, and deals damage using the degrade() system. I also made sure it doesn’t instantly re-trigger collisions by adding timing protection so it feels more consistent.
For enemies, I started experimenting with making them react when hit by reflected goo. The idea is that when they get hit, their collision gets disabled so they can fall down instead of just standing there, which will make combat feel more dynamic once gravity is properly set up on them. - Overall Progress
Overall, Level 2 is starting to take shape. The map exists, enemies are placed, and the core systems (goo shooting, shield reflection, and collision handling) are way more stable now.
Next steps are:
finishing the lava/fire areas
improving enemy fall + death behavior
adding the boss fight mechanics for goo
polishing shield visuals so it feels smoother
and making Level 2 feel more intense than Level 1