Level 2 Touches
Hello everyone, I have done a lot to my game for Level 2 im almost done. I’ve basically been stacking a bunch of systems together and fixing a lot of the smaller problems I ran into over the last few devlogs (especially with goo, shields, and collisions), and it’s finally starting to feel like an actual full level instead of just a test area.
- Shop System Fully Finished
First of all, I have finished the shop and now it is fully functional and actually works the way I wanted it to.You can now walk up to it and use it properly, and I added a lot of UI polish so it doesn’t feel dead or static. I added a hover function so when the mouse is over an item, it actually reacts (like spinning or doing a small animation), which makes it feel way more alive instead of just a menu.I also added different text responses depending on what happens: if you don’t have enough coins it tells you
if you already own the item it tells you
and when you buy something it gives proper feedback. This also ties into the coin system I’ve been using in the HUD, which now updates properly every frame so the shop always shows the correct value. - Goo + Shield System Improvements (big fixes from earlier devlogs)
I also fixed a lot of issues with the goo system that I was struggling with in earlier updates. Before, the goo had problems like hitting the player instantly when spawning shield reflection being inconsistent
and weird collision timing issues. So I added a small delay (around 0.2 seconds using time checks) so the goo doesn’t detect itself or instantly trigger collisions when it spawns. I also improved the shield logic so now when the shield is active, the goo can actually be reflected back properly instead of just always damaging the player. I also added a durability feature, it is not visible yet but i am currently working on it. Now the hits count and soon it will be a visible feature. On top of that, I cleaned up how goo behaves when it hits enemies. Instead of doing messy collision disabling and weird states, I simplified it so enemies can just be removed cleanly with queue free, which makes everything way more stable and less buggy. - Boss Fight Setup (Level 2 main objective)
I’ve also started the boss fight for Level 2. Right now, there is an obby section where the boss is attacking with goo balls that can pass through parts of the environment, which makes dodging them actually important instead of just standing still and tanking hits. The player’s goal in the boss fight is to dodge the goo while making their way through the obstacle area and then press a special button (which has a cool animation). When the button is activated, it triggers lava flow across the map (since the level is on Mars), which is going to be the main mechanic used to defeat the boss. So instead of just fighting directly, it becomes more of a movement + timing fight where you have to avoid attacks and activate the environment against the boss. - Overall Progress
Overall, Level 2 is finally starting to feel like a real level instead of just a prototype. I’ve fixed a lot of the earlier problems with the goo collision timing shield reflection enemy interactions and UI consistency. And now I’m moving into more “game design” work instead of just fixing bugs, which is a good sign. Next steps are finishing the lava system for the boss fight polishing the obby section adding boss behavior and attack patterns and improving visuals and feedback so everything feels better.
Comments 2
Please don’t use AI to generate your devlogs. It’s really disrespectful to people reading them and against the spirit of Hack Club and Stardance! Cool project though!
this is so cool :O
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