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Fourth day of the jam

Sometimes, you want to create a little thing, and this thing sends away all the logic of your work, showing off all the weaknesses that can contain some scripts.

That time was today.

Normally, I was supposed to create this knockback effect but I decided to do a one way platform/wall.

I used a simple way of deactive/reactive the mask collision like this:


And I don't know why, but I wasn't really happy with this system. 

The more I searched a better way, the more I realized that I have to rewrite all my work in a better shape.

Took me all day and night (currently 10 am) but hey, for the first time I have a good movement and collision script.

It does basically the same things that I show previously but I use velocity and maths, allow me to have better and deeper control on my project. I can't say it's an early engine's prototype because it's too rudimentary but after the jam, I'm gonna improve it again.

Otherwise, I'm not adding the one way wall for the moment. It's a secondary feature and the important stuff for the moment is the gameplay's core/primary feature.

So the next steps:

  1. Work on this parent object that knockback the player.
  2. Add a penality of -x time when the player hits an object that knockback.
  3. Add somekind of stream things. If the player are in an horizontal one, he can move up or down, and for the vertical one, left or right.
  4. One way wall
  5. Optional : add more features (moving blocs)
  6. Work on the sprite of the environment, the bounderies etc.
  7. Sfx and music time !
  8. A sprint ability?
  9. design some levels (with the plastic continent world, the tanker, the ancient cities etc)