Ealhhard 8


Devlog 8: a semblance of appearance 


December 30,2024


Hello.


Let's just get this over with, 


1. Gameplay


- slowing down player speed has been a good decision, but i have to give enemies higher speed so players can avoid playing "tags", player stand still and enemies will came to player.

- more move set has been proven unnecessary, but it remains nonetheless, i can see some use, but the stage can be beaten without them anyway, which is good, it can provide options while not being forced to player to use it.

- i stiil adding puzzles, but the kind that solved using brute force, "oh on, a gate blocking your path" grab it and throw it aside. "oh no, another gate but this time has spike" garb it, bare the pain and throw it aside or just throw things at the gate. "oh no, another gate that seem to thick to grab it" throw things at it harder.

- button will use the same principle as the gate.

- i decided to not put knock back at player, 1- to show he to durable for the minor damage, 2- to avoid problem as accidentally falling of the edge and player movement are to slow to climb back up(it just not fun), 3- i just like number 3 and doesn't feel right to leave it at 2.

- i also add 1 extra moveset, a taunt, useful for player to force enemies to towards player and if using taunt while holding something, instant death to the thing.

- camera will follow the thrown objects but will follow player back if there's input 


2. Some fixes

- player not holding enemy but in holding state = fixed but making player checks if player in state of holding but no enemy, is_hold = false.

- enemy didn't go into a wall after redo collision shape, but will stuck in thigh space


3. Art

- well, just need to redo animation as i changed my animation from singular sprite sheet to multiple sprite sheet for each limps, there some gap between pixel need to be filled. 

- enemy sprite are changed as well to make it look to the side instead of the odd forward sideways things. 

- i did consider impact frame, give up after trying to mix it with freeze frame.

- i did consider blood, but nah, too edgy, not my taste. So we have enemy disappear from existence instead. 


4. Future plans. 

- fixing animation(the gap)

- point adjustment so it be more balanced (i want player to be more considered on every action and compare each value, "does it worth it to take a damage from a spike to land a blow with possible combo" and so on)

- continue button (i want a mini game, win can continue, lose exit to title screen, or just don't play to go to title screen) the mini game just player doing combo to a ball with counter to determine how much point are given to player at the start of continue.

- sound(i just listen back the music i make, damn, it suck, and didn't even match the game)

- level design (stage1a part 1 and 2 to be more specific)

- the level design will have boss room at the ead of each part, part 1 end wil room full of common enemy and need to be exterminate, while part 2 will have a single boss to be teach a lesson.

- the boss are to be considered as high speed with low durability, opposite of player.


Here a video;

https://m.youtube.com/watch?v=HeRZMB1vdMM

Thanks for checking in.

Leave a comment

Log in with itch.io to leave a comment.