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Platformer Progress - Control Refinement at 90% Pre-Trial Run, Worldbuilding Assets WIP

  • jonathanluitjens
  • 17 hours ago
  • 3 min read

Hello to everyone, sorry for the gap between posts, been a bit occupied in things too small mostly to show off without EXTENSIVE comparisons of "Before and After" I didn't wanna undo coding to show. But I DO have some stuff I would like to show at the moment today. Showing might not be much in comparison to telling about things, but bear with me on this.


For the parts I can't quite show yet. I should almost have a playable Debug Room of sorts for the Moofs I can share, this should have things like proper running space to test the movement out in, intractable objects and enemies, enough to get the idea of the Moof-ment down.


I am primarily only getting the last bit of errors fixed I know about, and will make a proper setup using the enemies for showing how fluid Moof's dive-motion can be. When he's done and when the issues are taken care of, the rate of which proper levels will be built in will be STAGGERING because the tile-system for the floors should be universal.


If it works on one, it should work on everything and need FAR less build-up time outside of just making the level layout itself which is light work by comparison.


With general news out the way though, now's stuff that HAS visuals.

Dive Trails and Dive Cancelling!


The Trail is a simple effect in use, but gives an idea for speed. Moof will make a copy that fades away fast where his dive path goes, stopping when the dive stops, simple but effective.


The Dive Cancel however, while should be a simple in use concept SURPRISINGLY had a few snags along the way. In effect, while you dive, you can Jump-Cancel out of the dive for extended height, you can not dive again from this jump.


The issue was getting it TO work like this has been a pain in the butt, there is one minor snag currently that I am stuck on (partially why the playable build is delayed and Moof's controls are the estimated 90% refined) is for some reason, the cancel doesn't work out of a Wall-Jump specifically.. I do not know why either, I will figure this out soon hopefully.



And a little thing I can show at the moment as a quick last thing, Attempting some set-piece world building to make the project's locations feel more "lively", and link to a concept I have for one of the bosses. I have a boss assigned to a world, per-standard of most games. And Prisma itself (the main city) I have Pierce assigned to (the circus hyena), where I wanted to make his boss area him crashing the show of a musical performer.


I want to try to make hints to this in advance in subtle ways, how does one do this you might ask? Simple answer is the way anyone get's to know about performances like this,

Subtle advertising!


I have one maybe one on-hand right now.

I'm making mock-ups now before I convert them into a pixel format,


But some idea of what I mean, just having these on buildings in the background where people can see them and wonder

"Why is this piece here? Who's this and will they come up?" And the answers will be: "Because it's hinting info. And you'll find out."


Best part is too, while making it lively, I don't even many sprites to do so, taking note from games like Street Fighter 2, you only need enough to make them look like they move, I don't need a whole sprite sheet.


It requires no changes to my plans of Pierce's boss as how it works, makes it more blended in with the world, and I don't have to delay what refinements I am doing right now to make it, I can wait for getting to Pierce's stage to do this.


If I wanted to, I could make crowd members be little 3-frame versions of characters others submit and have a whole thing going there, but that'd be something I'd need to set time to thinking of if I should and how it'd work if I did when that time comes (hopefully soon). That's a later problem to decide on. For now though, that'll have to be all from me for this.

 
 
 

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