This week I worked on an overworld, allowing the player to access and unlock different levels across the map. The system was pretty simple, which gave me time to work on a first draft of what the map would look like using tilemaps and animations for the player. Click 'Read more' to, as always, read more!
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This week was the week of menus, saving, pausing and loading. Not necessarily as exciting as the rest of the game, but a vital part. I had to learn about how to save the game by writing and reading data files, keeping 'singletons' throughout different scenes, as well as how menus work with different control setups. This week, I spent my time creating a system that keeps track of the player's party. Since Viola is the RPG where anyone can join your party, it's more than a bit important. Another key feature of the game is playing music, so obviously, these two things have to mix with each other. If you have someone in your party, they'll come out as you play songs on your violin. Every possible party member will have a different instrument, so you can almost create your own band! Click 'Read more' to find out a bit more about the code driving this system. Through the weekend and yesterday, I worked on a mechanic to allow the player to talk to NPC's: non-playable characters. In Viola, any NPC can join your party, so it's important to be able to talk with them. Click 'Read more' to find out what I used to make this mechanic. This week, I worked on expanding the platforming mechanics with several objects and wall jumping. I've always enjoyed wall jumping in games, it's just a satisfying feeling and a great way to make levels a bit more fun. It's a common staple in any platformer at this point, and I'm glad to have figured out how it works. I also worked on several objects like pass-through platforms and springs.
Click read more to go in-depth on what I did this week! This week I spent most of my time doing the following:
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AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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