Spicing things up July 2023



Once the team finished fixing every glitch the game had, my next mission was to somehow improve the gameplay by adding more enemies and platforms. This means I had to do a little bit of coding to give some special properties to these new assets. 

First, I started drawing the first frames for the platforms. In this case, I needed the classic platform that moves up and down, the one that disappears and deactivates the collisions for a few seconds and the platform that breaks after it gets touched by the tag "player".  After the codes were finished and I made sure they were working properly, the next step was to draw their respective animations to give them more life inside the game engine. This part proceeded smoothly and there weren't any major problems, however, the platform that breaks ended up having too many frames, which obviously means that was the one that took the longest time to complete. 

After completing these animations and codes, I finally started designing my level using the new assets I had just added to the project. Now the game needs more enemies to make sure the experience won't feel monotonous, after all, as of right now, the only enemy players can face is a static trap that only deals damage after colliding with it.

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