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Devlog 5: Fine-Tuning the Core Mechanics


August 12, 2024

Hey everyone,


Another week has flown by, and I did a quick research on a proper devlog, I  mean i could go on with usual, but I have a dream project for the future so I need to set myself a good habit. Here’s the breakdown for the week:


1. Gameplay

One of the thing of this week is slowingdown the player speed:

Reason 1: I want to focus on puzzles and complex level design, and to do that player movement have to be slow or it will simply cause frustration if player have to slow down to solve puzzles just to go back to max speed. It's the main reason why I want throw mechanics. 

Reason 2: I noticed that player character seem light, and I want the character feel heavy, strong and rigid. Or in simply term player character hold dominant over everything.


2. Some Fixes

And fixes are common thing and apparently I have to share everything even if it's an embarrassing error:

Animation: at the last video it fail to show 'suplex', 'piledriver' and 'slam', an it turn out because using wrong naming.

Glitches: player still in state of holding when there nothing to hold after releasing enemy during sliding, got it fixed by not allowing it to be released during sliding, and it's turn out that if go 'piledriver' or ' suplex' during sliding is way more fun that whatever I was trying before.

Enemy: Corrected some area  of enemy sight to shoot 'object' at player.


3. Art

Apparently trying to make game using block with colour is extremely not motivating, so here some enemy:


4. Planning for Next Week

I will be watching as many tutorials as possible to give myself the ability to recall what video I need to check for a specific things.

I will also make the actual puzzles part as well, and find how to do that, and puzzles design.


That’s it for this week! Progress is steady, and I’m excited about the direction as I continue to build this game on my own.


Thanks for checking out, and may I be alive for the next devlog!

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