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9h 54m 15s logged

Unnamed Platformer - Devlog 17

It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk

What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours.

Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time.

Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily

AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI.

Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx.

I’m also really tired

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