Late for Work
- 6 Devlogs
- 19 Total hours
A platformer made in Godot where you try to stay awake getting to your office.
A platformer made in Godot where you try to stay awake getting to your office.
#Everything is finished! Game is uploaded onto itch.io, and more mechanics have been added other than the levels.
For the last time this project, more details below.
I’ve added an easy mode and a normal mode, with the easy mode having the rate of time slowing far less than the rate in normal mode. In both modes, the difficulty of platforming is the exact same. Easy mode will only give you more time to complete it, but the game is meant to be fast paced. The start button will also not appear until you choose a difficulty.
Originally, before this, there was no way to go back to the main menu after you clicked start. Since I added a difficulty menu, I wanted people to go back if they were deeply struggling and died many times, causing me to add that button. However, I decided to delete the options button on the menu since I wanted to finish this project as soon as possible.
This was actually the easiest part, as it required no technical parts, and I just had to play the game to see how difficult it would be for the average player. After finishing the four levels (with some having some unique gimmicks), when you start back in the first level you will have infinite items and infinite jumps just because you played it.
No more goals to add for the future! I really enjoyed this project, and I’m ready for more games in the future. You can play it now on itch.io and the repository is there with the project. The game is finally over, and I hope you enjoy.
If you’ve seen the other devlogs, you probably know that I’ve been putting that last task on a devlog every single time, and I’ve only finished it now. As always, more detail on the big tasks below.
I used some more royalty free music, this time being from pixabay with the artist being MFCC. I’m really thankful these are here, as they allow me to finish the project quicker with nicer details. This part didn’t take too long, with the main part being converting the audio player into a global part for Godot and writing a script to make it play. This did require adding around 3 more variables into the global script, however.
If you’ve seen the other devlogs, you probably don’t remember me adding this as a goal. This is because it wasn’t, and I just wanted to make it for some reason. What it does is that if you fall into the void or run out of time, you lose a life and get sent back to the beginning of the level. If you lose all 3, you are presented with a big button saying try again, and you get sent back to level 1. This took most of my time, as there were many bugs that appeared attempting to make this work how I wanted it to.
These last goals seem to be the easiest, however I do say that every single time and they do not get easier. These don’t really require code, and I believe this will take around 2 hours max, depending how I’m feeling. This will be the last devlog, no matter how long it takes as there isn’t much more to report with tasks and it would get a little much talking about half of an unfinished task. See you guys at shipment.
I’m not going to go too in depth with these, but I will mention the important parts.
I mentioned last time that I wasn’t able to finish this last time, but it was actually simpler than I thought. After going in with a fresh mind, I was able to finish it, and now it moves slightly slower than the player to show how it really is a city far away. I’m not changing the platforms, however. Those seem fine.
These usually take the longest amount of time, since I’m not the greatest at art, but I made a stopwatch and that was pretty simple. I would attach it, but I don’t know how to put multiple images in, so the image is how everything actually looks in production. I also made the coffee item and next level item move up and down using AnimationPlayer, making everything seem much smoother.
##The last goals:
I really hope that this will be the second to last devlog before I upload the game. The remaining goals seem so simple, and I’m thinking of putting all the credits in the description or just replace the options button with a credits button. Either way, hopefully the rest will be finished in less than 3 hours. See you guys next devlog.
There was another task that I attempted to do, but eventually scratched (more on 3.)
This was actually one of the easier parts of the entire game, and I was able to finish the basics in around 30 minutes, but then spent around another 30 minutes making it look slightly nice. I only need to add something for the options button (maybe add a credits button as well for outside music and possibly art) and a background and the HUD will be fully complete.
I am not an artist by any means, so it took a long time attempting to make something that I thought would look good. Worst part about that is that I wasn’t working directly in the program to work on those so I lost around 90 minutes that went unlogged. i did make some designs that I do like, so I think animations are overall done!
I really wanted to make a scrolling background or something similar, with a city scape that moved when the player moved. I was, unfortunately, unable to do this after around 30 minutes of trial and error, so I scratched the idea and will probably make a static background instead. I wanted to just get this devlog out there and focus on creating other tasks instead since it has been 3 hours unlogged, and I wanted to just get something done so I can list out future tasks that I will follow.
I did believe that this wouldn’t take too long after finishing the last devlog, but it turns out that it may take longer than I wanted it to. The music, sprite design, and options will be the easiest as they don’t require code, so the part that I’m most worried about is the background. Again. Hopefully the next devlog will be the last one.
The two goals I’ve discussed last devlog were:
The first one took around an hour, which made sense since I never learned shaders before making it for the border.
The second one, however, took 3 hours and 30 minutes and I still don’t really know how I solved it.
(Sorry for so much bold text, it’s the only way to separate paragraphs that I know)
1. The Visual/Vignette
2. The Double Jump Bug
My Remaining Goals:
Overall, I doubt these goals will take over 5 hours combined unless something else comes up. These issues took a long time, and I believe the next longest thing will be the art as I am not that great with art if you couldn’t tell with the screenshots.
I may decide to add cutscenes in order to learn more about Godot, but that depends how long the other goals take. See you in the next devlog, and I hope it will come out sooner than this one.
I’m continuing a platformer with a time mechanic that I started during Summer of Making! The main mechanic constantly slows down time, and your (sleepy) main character has to collect items that will keep them awake, such as coffee and pure adrenaline for some reason.
Currently, I have:
Everything except for the HUD was made before this year, and I mostly just tested the game again. The image below shows the HUD in the top left corner, and, although it’s not shown, it does work but doesn’t reset when you fall off. There needs to be a better way or better visual for the game over, since it isn’t really that great currently.
MY GOALS FOR THE FUTURE:
These are ranked from highest to lowest in terms of priority, but now that I’m looking at all these goals together it doesn’t seem like it will take as long as I originally thought. Hopefully I will spend around 2 to 3 hours the next day coding, and I’ll make another devlog discussing what I’ve accomplished. My main goal for tomorrow is to fix the first two goals that I’ve put down.