Monotony
- 7 Devlogs
- 21 Total hours
A Processing-based platformer focusing on repetitive level design, mocking remarks and a terrible experience.
A Processing-based platformer focusing on repetitive level design, mocking remarks and a terrible experience.
Performed some shenanigans on the previous versions (naming schemes and broken updates) before deciding to push a new one to follow semantic versioning more strictly. This included renaming the 2nd version from v1.0.1 to v2.0.0 to better signify the overhaul, pushing a new version (v2.1.0, all the updates documented in the last few devlogs), and v2.1.1. This fixed the year-long bug on platform collisions and a gamebreaking bug disabling horizontal movement in v2.1.0, as well as fixing small redundancies in a few classes.
Optimised how levels were drawn by combining the four separate level functions into one (which was put into its own file). This would also prevent exponential scaling in the future seeing how with 4 new game mechanics would result in 64 level functions, creating thousands of unnecessary lines. Furthermore, AI was used to generate a quintic easing function for the mountain lerps, allowing for smoother transitions. In the process, a camera focus bug was also fixed.
note: the to-do list is removed since from this point onwards solely new features will be added.
Used AI to mass-anchor the hundreds of game objects automatically, meaning that everything in the game should now dynamically respond to screen size. Updated the about (including the images) and tutorial screens, improved niche applications of syntax and made some small structural changes. The backButton is now fully replaced with the escape key and also applicable in more locations. Several optimisations and changes have been made to titles, subtitles and achievements, including their heights, bounding boxes and dynamic coordinate calculations. Finally, I also improved the transitions in the cursor class to be smoother.
To-do:
- Remove blurs and symlinks as separate programs
- Update extension used
- Update README
- Create a CHANGELOG.md file
- Add compatibility for different screen sizes
- Optimisations
- Achievements
- Tab
- Notifications
- Blur incorporation as a custom setting
- New game mechanics
- New levels
- Compile and publish a new version
Fixed a platform collision bug when hitting the side of a platform and improved the implementation of several conventions. Also added support for different screen sizes. Although this hasn’t been implemented with regards to game sprites, it has been done for all other sprites such as menu buttons.
To-do:
- Remove blurs and symlinks as separate programs
- Update extension used
- Update README
- Create a CHANGELOG.md file
- Add compatibility for different screen sizes
- Compile and publish a new version
- Optimisations
- Blur incorporation as a custom setting
- Achievements
- Tab
- Notifications
- New game mechanics
- New levels
note: the image in this devlog is the screen during a failed attempt of adding compatibility.
Published a new version and added a CHANGELOG.md file. I also matched the order of declaration and initialisation, fixed the overlapping coordinates of several achievements, automated the choosing of the next section and fixed another bug related to incorrect fills (caused by the matching of the var dec-init order).
To-do:
- Remove blurs and symlinks as separate programs
- Update extension used
- Update README
- Create a CHANGELOG.md file
- Compile and publish a new version
- Optimisations
- Blur incorporation as a custom setting
- Achievements
- Tab
- Notifications
- New game mechanics
- New levels
note: the new version bullet point will stay uncrossed until Stardance ends.
Updated the README in terms of formatting and content, which means that now I can start working on the actual game.
To-do:
- Remove blurs and symlinks as separate programs
- Update extension used
- Update README
- Create a CHANGELOG.md file
- Compile and publish a new version
- Optimisations
- Blur incorporation as a custom setting
- Achievements
- Tab
- Notifications
- New game mechanics
- New levels
Removed the need to generate symlinks (replaced by VSCode’s file nesting feature), removed blurs as a separate program (eventually, a customisable seed setting will be added) and switched to Processing’s official extension as opposed to a community-made one.