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i have been doing this little check-ups, but this time can we list all we want done, and what we have done?

A topic by Helios created Feb 24, 2022 Views: 115 Replies: 2
Viewing posts 1 to 3

I have a level editor, doors, player movement, 3 powerups, no life, cool art, and 0 level design! what I hope to do is level design. witch, I might spend more than 1 week on, I don't like making brain work(that's why I don't use unity or any other written code programs) I like the making of the game, even art was hard for me to sit still to.  but as much as I think I'm doing bad, how much horror is it for the people not using an engine?

Submitted

Here's what I've worked on so far.

Here's what I still need to work on.

  • Save system - It works, but there are some undesired behaviors that I need to fix. Also, I'm not sure how saving will work for web version, so depending on what I find out, I may have to disable saving. We'll see.
  • Alchemy - Essentially the core mechanic of the game besides being a metroidvania. Progressing through the game will require it. I have a rough draft of how it should work and what related components I'll have to build. I'm actually beginning work on it today.
  • Music/SFX - I'll save this to the very end. I like to listen to music while I work.
  • Enemies - I initially was not going to have any enemies. You would just collect items across the world for alchemy and progressing through the game.
  • Level Design - Now that I've got my map system working, I need to sketch out my world on some graph paper. The biggest problem I've encountered in the game jams I've participated in is that I don't get enough time to really design the game. I spend too much time on the pieces.
  • Art - I'm a terrible artist, so it usually isn't a main focus during jams. I'll give this polish if I can. Definitely want to update the player.

Overall, I'm pretty pleased with my progress/time ratio. I learned a lot during my last personal project which has significantly reduced time spent. My proudest achievement has been, and probably continue to be, implementing your classic metroidvania map. I spent half of the time reading the the docs and experimenting while working on setting it up. When I finally decided I was grinding gears, I did some googling and I was surprised at how little information there was on implementing one. Definitely didn't find any basic structure or code found that was specific to the engine I'm using. The only nugget of information I found was a reddit comment, roughly 3 to 4 sentences long, basic saying, "Well, you could do x, then do y. You may encounter problems." So based on that comment, I followed along that logic until I ran into some issues. Ending up creating a heavily modified and hacky  process of building it.

Submitted

I have the level flow for the first zone. I have basic player movement, but it's not polished. I have the basic enemies for the first zone, but it needs a boss. I've done grayscale passes on about half of the rooms, but need to come back with an art pass.

My goal for the weekend is to complete the entire loop of the prologue zone which opens up into the wider Metroidvania. This includes any tutorial type text, story dialog, and cut scenes.  I also want to polish player movement and then get some people to test it for me.

If I can finish that, then I'll start slowly expanding the map outward over the next two weeks and continue polishing up movement.