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DAY 17

It took me awhile to figure out where this level is going to end, but I'm on my way there. I've figured it out in my head nearly 100%, now I just need to implement it in the game, which I'm at 50% or so.

I say nearly 100% because there is one thing that is bothering me: the water. 

So far there are three sections where there is water and each section deals water differently. 

In the first section where we have water, the player will simply swim in it if he falls. If the player falls in the water, he/she can swim until he/she is near the rocks and can get up on them. 

In the next section, the water is basically a death trigger. You fall from the platforms, you die and reset at the last checkpoint.

The last section (the one I'm working on now) is a flowing river that will have the power to physically move the player. If he's not fast enough, the river will push him/her into the previous section, in which the water is a death trigger.

See, this is bad and confusing for the player. Three different bodies of water, three different rules in the space of 5 minutes or less. Not good.

My best bet is to lower the the second area water to near-ground level and add fall damage. And maybe add some stone spikes for decoration. That should do it.

At the moment I have not decided if there will be more areas in which the player can swim. If he/she does have more areas to swim in, that will be extra scripting on my part to do the oxygen bar. Which will prompt me to create a health bar. Yikes!

Speaking of new things, here is the (incomplete) new area:

I also started research regarding various exploration games to see where I stand and where I can stand.

I'm also researching other types of plots and premises for the game. I'm not 100% certain and/or positive that the current premise is the best premise for the game. If it turns out that "5 persons missing, go find them" premise works best, then this one it is.

Other than that, nothing much happened. So that's it for this post, see you in the next one. Bye