This week started with constructing a rough timeline of the project build. Listing things that needed to be done to complete the game, and breaking those down into small, task-able items.
At the start of the week, I had already started working on the project, having implemented the following:
- Player Movement
- Walls
- Spikes
- Doors and Keys
- No Fall Zones
- Player Death/Respawn
As most of the mechanics were implemented already, I started the week by designing and building levels.
Level 1:
Level 2:
For levels in the future, they will need to be bigger than the initial screen size, as such I added functionality for the camera to follow the player within certain bounds.
Following this, I refined the player movement slightly. The player now quickly accelerates in their direction of movement instead of starting at max speed. I have also added a trail to the player, and a small burst of particles when the player changes direction.
As the game contained two levels, I needed to add some way to get to each level. So, a simple trigger is activated when the player enters the 'end point' of the level.
A few things were also done behind the scenes.
I have added the framework for tracking player deaths, and playtime. To set-up level transitions smoothly, I have set-up the game manager, and structures for each level.
The structure for the level includes a start and end point, and max/min camera locations.
Lastly, I also wrote up the product backlog and burn-down chart, to keep track of tasks and progress through development.
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