Platformer Development Post - week 3
Greetings, fellow adventurers!
Just here with another update!, We have now entered week 4 of IGB120 and have started bringing our game ideas to life. This week has been around game culture, playstyle and the game development process. The initial Game idea proved to be more difficult then expected, however we are pushing forward! We have made success in conquering the challenges of random maze generation and now onto the interactives!
Repetition can become quite boring. We want to create a game that offers a fresh experience with every playthrough. We want to have the same goals in mind, but a different challenge each time the player runs through the game. To achieve this, we delved headfirst into the world of random generation, crafting algorithms that would breathe life into our ever-changing mazes. After countless iterations and a few hours reading up on GDevelop capabilities, we finally emerged victorious, with a system that creates a new and random maze for each playthrough. In the future we want to also include random enemies and interactable items.
Navigating Animation Hurdles:
As we basked in the glow of our maze generation triumph, a new obstacle loomed on the horizon: player animation. Even though it is supposed to be a simple task, and one of the first examples we learnt in class, despite our best efforts, we found ourselves struggling to make our player animation work. From idle stances to running and shooting, every movement needed to be pixel-perfect to ensure a seamless gaming experience and make the game a little more interesting. While we are stuck now, we are sure that we will be able to fix this issue, just maybe with some help in the next weeks workshops!
Enemies and Interactables:
With the groundwork laid for our random maze system and player animation underway, we set our sights on the next frontier: adding enemies and interactables to our ever-evolving world. Drawing upon our idea of a Maze Runner and Binding of Isaac crossover, we began populating our maze with formidable foes and tantalizing treasures. We aim to enable some form of difficulty setting and random item generation that can make each playthrough completely different.
Reflections on the Journey:
As we reflect on our progress thus far, we can't help but marvel at how far we've come. At first this seemed like just a fun idea, but as each day goes by and progress is made. It is growing to a reality, an actual game we can play and enjoy. A piece of work we are proud of. We are beginning to run some play-testing and fine tuning all the different aspects of the game. Get Out is only going to get better and better as time goes on!