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1h 57m 44s logged

Dev log #3

This time I mostly worked on map generation, and player interaction with the environment. I ran into a lot of issues especially with the platform collisions. I had to go back and forth with the AI a lot to get what I have right now.

Update

  • (City Section) The game now starts with the buildings we see before, and the jumping on to platforms layering problem is somewhat gone.
  • (School section) Later on the map, you encounter the school. When you enter, the screen zooms into the player, and everything is scaled up. Inside the school there are currently idle PCS(just stands), and a moving NPC(moves back and forth randomly.)
  • (Battle system) Battle system starts you with 100 energy, and every card is assigned an energy usage. This means, in addition to picking the right attack to do most damage, also consider how much energy you’re using. New rest button that allows you to wait out your turn and gain back energy. The difficulty is a bit low right now, but it’s just for testing.

Issues

  • The platform collision settings are still off. You can jump onto the platform if you’re in front of the building and you clip through. Sometimes when you jump on a platform and behind a building you show through? But these are minor in terms of game play so I might just move on and see if I can fix it a different time. I might have to plan, and derive the logic myself, then prompt it to the AI.
  • The current sprites are bit inconsistent in style.

What’s next

  • Map is basically done, just need to do some retexturing. I’m gonna continue the hand drawn feel, and draw and transfer my paper sprites into the code
  • Bring the battle system back, and add NPCs you can fight with in the school and give them a sprite
  • (Introduce storyline) Add special NPCs that progress the story and gives you new dialog

A picture with my planning is shown below along with what the game looks like right now on the right. I planned this out in Figma, it’s pretty useful for planning like this!

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