Universal Existence
- 5 Devlogs
- 25 Total hours
A 2d platformer game, filled with several mechanics, 4 unique difficulties and tons of voice lines.
A 2d platformer game, filled with several mechanics, 4 unique difficulties and tons of voice lines.
Yep, a new enemy. I had scrapped a few levels recently, and to replace them, I didn’t want to make another similar level. Mushrooms move in a certain direction until they hit a wall, causing them to move the other way and repeat this cycle. Unlike snails, though, these enemies can be defeated by jumping on top of them, giving you an extra jump boost (just like those Goombas from Super Mario Bros).
Now I could’ve just brought back a scrapped level, slapped them in, and called it a day. But that seems too boring. So I instead thought about the new mechanic of being able to defeat the enemy.
And that’s how I came up with using mushrooms over a spike pit to bounce your way to the end of a level. I added variants for each difficulty as well, adding more mushrooms on lower difficulties. Speaking of variants…
I finished all level variants for each difficulty. I mainly did this by adjusting enemy speed and adding/removing spikes based on the difficulty.
Of course, I’m going to have to do this a lot more often. The demo is going to be longer than 8 levels, and the demo is nothing compared to what I plan to release in the full game.
This time, I will make the settings menu for sure, along with making another enemy for the next few levels. I plan to take no longer than 4 hours. Until then, see you soon!
Things are starting to look polished. I can probably get the game’s demo done by around late July. The deadline isn’t 100% confirmed, though.
I made four new difficulties. These will adjust how much room for error you have and the number of threats in each level.
As you can see, there are only hard difficulties in this game. This is to remind you that even on the lower difficulties, it can be a hard game. You might not think so at first, but as more mechanics are introduced, you may find yourself getting stuck on certain levels.
As shown in the recording below, for the first few levels, since they don’t contain much except platforms and fruits, I couldn’t do much except add and extend platforms for lower difficulties.
In order for difficulties to be selected, I made a pause menu. I customized the UI and added multiple animations. I did end up having to redo the animations, however, as I not only realized there was UI overlap between the main pause menu and the difficulty description, but I also received a lot of warnings involving something called AnimationMixer, and I couldn’t find a way to get rid of them until I redid everything.
I also linked the difficulty chosen in the menu to the game and added a small description for each of the 4 difficulties.
Yep, there’s music being composed for the game now. Rush (from Discord), a friend of mine, is helping out on creating good music for my game. I haven’t coded it so it plays in-game yet, but I’ve imported the assets in.
I will upload the OST to a youtube channel after I make enough songs so you can listen to it whenever you want. (Keep in mind listening to the OST or checking the title may lead to spoiling the game demo.)
I organized assets into more folders, but this later led me to encountering some issues involving paths to certain nodes not existing, which caused errors to appear. The issue mainly involved sound nodes like the jump sound and the death sound. Eventually, I reuploaded the sounds to each AudioStreamPlayer2D node.
Additionally, the first level’s dialogue font (level 1-1) has now been changed to match with the other levels.
Within the next 5 hours I spend on the game, I’m hoping to add variants for each of the remaining levels for each difficulty, along with making a background music player.
I also need to add a settings menu for the player and fix multiple issues like the floating player bug (seen at the end of the recording below).
I’m back on Universal Existence now. I’ve spent most of the time so far on tweaking my movement system. It may seem unreasonable for me to do such at first, but believe me, there’s some important additions I needed to make, such as:
The movement system changes took a lot longer than I expected, as I had to go through all 8 levels every time I made a change to make sure it was possible to progress.
I’ve also added spikes to my game, and I created a few new levels containing them, along with remastering the old levels to make them harder.
Here’s a list of other changes:
The recording below shows gameplay footage of the harder levels (collecting all melons and almost every apple). Don’t worry, I’m planning on adding a settings menu to allow you to change the difficulty to your liking, which will change the level to another variant.
Sorry for releasing a devlog so late. My internet went down as I was writing this.
I added 5 more levels, with working exits leading to the next level, along with panels showing text that the antagonist of this game says (might turn the dialogue into voice lines). I also added a melon collectible, which is worth more points, but slightly harder to reach. Everything is going well so far. Down below is a video of me playing through the first few levels (and showing some secrets).
Also, I ended up simply using the name Universal Existence instead of Simulation Overgrowth.
Anyways, you might’ve noticed that I have another ongoing project. Don’t worry. I’ll still work on this game. For now, though, I want to improve my Godot skills to be able to make not only the mechanics I want to include in Universal Existence, but also more complex games in the future.
I watched a series of tutorials on making a platformer in Godot and followed along, but I eventually decided to also implement my own features too. I ended up making a double-jump mechanic. In the process, I also accidentally made an air-jump mechanic, where I can also jump while falling. I hope to expand my level to include more content in the next 3 hours of work.
Also, fun fact here, when I started this project, I originally named it Universal Existence, but I ended up changing the name to Simulation Overgrowth (and I might even change it again later on). I soon realized, though, that if I renamed the folder, Godot would prevent me from opening the game, as it doesn’t recognize the renamed folder as the actual game folder. Oops… (I’ll find a way to fix it in the next 3 hours as well.)
Free assets I used (CC0 license): https://pixelfrog-assets.itch.io/pixel-adventure-1
First tutorial in the series I watched: https://youtu.be/oED12Mo2018?si=6y_8LNeydut2Vyyr