Great news! Not much progress again! Did some drawing and writing this month involving some other project. It's not been a good month otherwise. My "I" key is loose and won't snap into place, my headphones broke and don't sit right on my head, my dog ate my homework... you get the idea.
What little I did get to was planning on Chapter 7. Finalizing what obstacles I want and how often they'll appear, deciding if extra enemy types are necessary, and spriting out the bases for obstacles.
Hmmmmmm what could the level theming for this area be... probably disco-related or something.
I did start plotting some of these elements down into level design structure. It's a unique chapter, like a I mentioned before, in that it's a point-of-no-return, so no chest puzzles and purposefully linear. The challenge is meant to be an endurance one, collecting the scant health drops and stocking up on drinks before going through a gauntlet of hazards and enemies to reach the end. I feel like it's going to be a short chapter that'll probably need a lot of refining afterwards, to find the right difficulty.
But for now I'm just figuring out functionality.
Something else I did was finally setting time aside to start a proper debug mode object, something that'll let me toggle settings and pick out rooms rather than binding a bunch of random keys. It feels pretty dumb I never did it this whole time, usually focused on other aspects of the game...
That's about it. Like I said just not a good month. It's all mental stuff I've brought up before; it feels like 3-4 major things happen in the past 4 weeks. The Boys ending, TADC ending, Mina the Hollower coming out, Deltarune chapter 5 coming out, Mouse P.I.... not that I played any of those games, but I do keep up with and it does weigh in a lot on my mind about my own game. I never feel like I'm doing enough, and it always seems pretty modest to me.
My approach with obstacles wasn't trying to come up with something super wacky/innovative, or being overly punishing. I tried to stick to pretty straight-forward stuff that feels more conducive with each other. It would easier to justify all of this if Pocket Adventure was made in 2 years instead of over 10, but idk. I really wanted to make something that fell like a full game, I'm hoping people don't find it underwhelming or annoying.
Next month, I'll be working on chapter 7 object functionality and level design. Hope your summers are going well!













