Day 7
I didn't get a whole lot done on Day 7. I try to use my Fridays to recharge and take care of my mental health, so I generally do as little work as possible after I get home from class or work.
I did do a bit of level design work though. Mari's currently navigating in a few new rooms designed to test her new abilities. In making these rooms though, I discovered that my current system to initiate scene transitions (I have a region slightly off-screen that, when collided with, triggers the transition) doesn't exactly work (read: doesn't work at all) if Mari is crouching. So instead of the screen moving to the next room, Mari falls off-screen and there currently isn't a way to get her back on-screen without resetting the game. I'm a little daunted by yet another bug, but I'm sure I'll figure it out. I'll set aside some time after I implement the power-ups to work on this and other quirks.
Day 8
At the beginning of the gif, Mari can only cast her default spell. After picking up the red spellbook, she can use the space bar to switch to and use powerful, red sneaker magic. If you've been keeping up with Jyzavi's devlog for her game Donut Witch (which looks really cool) then you know she worked really hard on making a dirty sneaker sprite and generously offered it for use in other games. I decided to take her up on this offer, so now Mari's red magic will manifest itself as sneaker powers haha. :')
I thought about adding a graphic indicator to the HUD so that the player will know which magic Mari has selected, but I am tired and my brain is all ~~ tonight, so I'm just using some text indicators for now.
Soooo I think that's it for tonight.
Also, a big shoutout to Liam, who generously volunteered to help compose some music for my game! Thank you! (I can't find his devlog right now, but when I do I will make sure to add a link in this post.)
And as always, I would like to thank you for reading~ <3