Welcome!
Hello everyone, welcome to my devlogs! I'll be documenting the development of a game I worked on long ago but haven't had the time to continue due to school. Now that I'm on my reading week I hope to finish as much as possible within 5 days. The game's name is BreezeRun!
This is my first #devtober so I'm excited to try and push myself towards a more refined prototype of the project.
I've participated in a few other game jams before and have some experience in art and programming. I like Nintendo games, A Hat In Time, and fantasy aspects seen in games like LOZ.
What is BreezeRun?
BreezeRun is a 2.5D Endless Runner where the player controls an elemental robot who is able to switch between fire and water. With this mechanic players can get past elemental obstacles.
Fire can't go through fire (Solid objects) but can evaporate water and go through it.
Water can't go through water but can extinguish the fire and go through it.
That is the essence of the mechanic. It does sound complex and I do get that it may lead to unnecessary confusion like "Why can't I go through an obstacle if I'm the same element as it?" If you have any suggestions on potential alternatives let me know!
Gameplay
LMB - Switch elements
Space Bar - Jump
All the animations and objects in the scene are temporary and will get replaced in the future. (Sorry for the small sized gif!)
Week Schedule
Here is what I hope to achieve every day by Friday (It's Sunday night as I write this)
Sunday - Design how the Procedural Generation will work (Different islands with preset obstacles?)
Monday - Program basics of procedural generation
Tuesday - Make islands spawn further away and move quicker as time progresses. Maybe slowly make camera zoom out based on distance?
Wednesday - 3D model 3 houses/buildings (maybe just 2 for now) and make clouds with Strings attached to the sky
Thursday - Make some islands attached with vine bridge. Fire will burn them but staying as water won't.
Friday - Rework the character's animations, Implement a high score tracker and a death screen
I'll try to follow this schedule to the best of my ability, and may even add more necessary features. I'd like to prioritize functionality over aesthetics so I'm not too worried about not getting the art done.