This week I dedicated most of my time to developing the next level in our game, one that introduces the new aviary enemy type Alex designed and animated last week. After some minor tweaks to the EnemyEntity class that allowed for the Robodactyl to not be pulled downwards by gravity, I was able to render the enemy in the next level of the game. While not yet completed or uploaded to the site, I can disclose the central theme of the next level. It will be mostly tied to the Robodactyl enemy, and using this new enemy type as a means of traversing obstacles otherwise impossible to be traversed, like wide pits. The player will do this in a form of platforming that involves using enemies as platforms by jumping on them, which then kills them and propels the player upwards again, giving them more height or length to their jump, depending on how the enemy is moving (vertically or horizontally). This not only allows us to design levels in new and unique ways, but also adds a new layer of difficulty to the game, since the platforms the player is jumping upon will now disappear after being landed upon. We look forward to uploading the level once it's complete!
PS: Alex and I also went to Cal Day at Berkeley today! It was really fun. Seriously considering going here :)
Saturday, April 16, 2016
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The new level type sounds great! It sounds like it will add a whole extra layer of difficulty to the game.
ReplyDeleteCongrats on Berkley that's super exciting for you both! And this new level sound super hype! Keep up the good work
ReplyDeleteCongrats as well to you and Alex on Berkeley! The new level sounds much more challenging!
ReplyDeleteYour idea to create a new game is laudable. Development of different levels requires time, efforts and brain activity. I think you will achieve your goals. I wish you the best.
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