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:
- One level built
- Coffee item designed and working
- The HUD that counts how many of an item you have (I worked mostly on this today)
- Adrenaline item with no design but still works
- The killzone, which is necessary for almost every platformer
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:
- Make a visual to show the character getting tired
- Edges would progressively get darker and darker as time goes on until it fades to black
- Fix the Coyote time and Double Jump bug
- When coyote time is active, jumping uses both double jump and regular jump to make a mega jump which is very much not intended
- Design the adrenaline sprite and redesign the character
- Main character design is currently a placeholder
- Finish making the 4(ish) remaining levels
- Make the main menu
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.
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