Week 1 - Player Movement
This week I implemented the basic player movement and received initial feedback on the concept.
Departing slightly from Risk Of Rain, which has platforming elements, I decided to remove the concept of jumping, as realistically speaking, people don't just jump in place. In saying that, it does partially limit the element of terrain, but that can be curved by adding ramps, or small steps that are automatically stepped on without using a jump button.
The movement method I went with currently just works as left and right arrow keys, but there is consideration into ducking mechanics if enemies have projectiles (Which they likely will).
The feedback I received was to look into some platforming wave games with different weapons and scoring methods, and in regards to the characters, look at fighting games with combos & tagging in-and-out mechanics. This latter one is certainly a possibility, as I'm familiar with the concept to a large degree, having played Skullgirls extensively and other similar games in prior years.
Next week comes as level blocking, which is already partially done here. I'll take to adding some terrain and working out that interaction with the player.
This is the game so far:
Game
Status | In development |
Author | SovereignCharm |
More posts
- Week 7 - Reflection, Asset ListMay 27, 2021
- Week 6 - Finishing and Testing ResultsMay 19, 2021
- Week 5 - UI and TestingMay 13, 2021
- Week 4 - Presentation and GraphicsMay 06, 2021
- Week 2 - Basic Level BlockingApr 29, 2021
- Week 3 - Enemy FunctionsApr 29, 2021
- Game ConceptApr 03, 2021
Leave a comment
Log in with itch.io to leave a comment.