Devlog 2
This week was mainly on the theme of level blocking - in my case that was just drawing more rooms.
(I've removed the stairs in the hallway, but the idea is the same. Also not the best artwork, but it works for what I need it to be.)
The basic mechanics of moving between rooms has also been mostly implemented, and I'm going with simply putting rooms beyond the far plane. There are many more feature which need to be added to doors, especially to help handle the visuals (parallax, camera control, etc), but the main mechanics have been implemented. Rooms are already objects, and by getting the list of objects in the root, I can find the room by ID then transform it to hide or show it. The door also changes the layer the player can interact with, which makes it easy for me to just stack rooms and interactable objects. There's going to have to be some bug testing to make sure the player can't get stuck (for example if they hit the side of the trigger they may clip into a collider on the other side) but I can also just teleport the player to the center or the door collider. I've also uploaded the first build and - it doesn't work. I'm not entirely sure why the player is getting stuck in the floor, but that is what's happening.
The next things to implement will be the following ->
1. A fix for the player movement
2. Interactivity and the player inventory mechanics
3. Modelling
4. (and maybe) Early gameplay
If I can hold myself to it, I'll try to add all of these by the end of the next week, if not a bit more. Once the main mechanics are implemented, it's meant to be relatively simple to add more and more features to help finish the project. Unfortunately this is all I currently have to show - but hopefully next week shows a lot more.
Lilies in Autumn Bloom
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