Day Twelve
Not too much exciting to show today. Didn't have much time to work, and mostly made a bunch of small tweaks here and there when I had the chance. Fixed up a little bug with animation and did a little work on the couple menus I have, which brings me to one cool thing. I decided to go with a playable title screen that doubles as a sort of mini tutorial to get you to use the controls before the game starts. I think it's pretty rad (1000 awesome/old points to you if this reminds you of Vectorman).
Don't actually have a first level yet, but I've got the scene changing working anyway! You may notice I've made a slight change to the title, as there are now multiple alternate worlds to swap between. I like Unity's UI tools but I...do not have the hang of them yet.
In the above gif for a split second you can see I've also got some spikes implemented to use as a hazard. I thought it was going to be really easy, then I realized I was going to have to code my colliders to change with the worlds and didn't think I would have time to set it all up, and THEN I realized I could just pop them into my grid objects as children and my existing code would handle everything. So that was nice. Also finished up my simple pause menu so you can go back to the title screen from gameplay. I had big dreams of a level select, but there's no way I'll have time, and as mentioned above I still don't even have levels yet!
Hoping to have a big productive day tomorrow, get my remaining work done, and learn how to build and get things up and running on here to actually submit, and then take a deep breath and take Friday real easy. We'll see how that all goes. Based on making the title screen I think building levels is going to be super fun, and I'm looking forward to putting together a few tracks for music. It's looking like SFX might have to get the axe, but things could be a lot worse than that.