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Day 1, Noon.

Dear Devlog,

Decided to take a little break. Here's what I have so far:


It's pretty basic right now but I'll add some more detail to it (probably). The biggest trouble was finding a way to keep the player on screen. Originally, I had the player falling indefinitely from an insane height with a follow camera directly above. I had walls put up on the sides so that the user couldn't go off to infinity. But as soon as I touched a wall, the player would bounce off. Google told me to turn off Kinematics for the player which works fine since I don't need it to interact with anything else. Then I realized it'd make more sense to have the circles go up and keep the player's y-position constant. No more camera work, no more infinitely tall walls, "missing" a circle happens when they go above a certain y-position. Simple. The caught to missed ratio will eventually be used to score the reward going into the "reality" phase.

Next steps: add scene transitioning into the "reality" phase. It would be nice to clean up some code so that I can easily customize the difficulty. Oh, and I need to spawn the circles smarter. Maybe procedurally.

Or maybe I should work on another dream. Dream #2 is finding your way through a maze. This is a part that needs procedural generation to be really nice but I can start with a preset. This dream would be a combination "lost" or "being chased" stereotype. I would love to add a giant wall of spiders or something chasing after the player. The scoring for rewards will be time remaining when the maze is completed. If the player runs out of time, there might be a punishment.


Can today get any hotter?

- Frowning Asinus