Unnamed Platformer - Devlog 16
Actually didn’t get a lot done over the last few days, let me explain.
What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you
- lose the ability to move normally (you can still jump tho)
- get pulled toward the black center, which kills you if you touch it
Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency.
I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly.
I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish.
Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏
AI used, if any: None, level design is hard but its not THAT hard
Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu.
Im so behind on my schedule it aint even funny so wish me luck
Comments 3
Hey, if you using unity, can you help me setup hackatime in unity, i tried following what it said on the site, but my hours aint getting clocked
@mas5er_95 I’m not using unity sorry, I’m making this game using only C++ and SFML (basic media library), without any external game engines
That’s great man, I switched to godot, cuz it’s simple and easier, and I would get to explore more sinceits new
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