This week was interesting, I started the next area the Vermillion summit and I finished up ember's rise as well as some minor bug fixes and other aspects.
Level Design
Let's start off with an overview of the completed Ember's Rise, I am super happy with how this area turned out. It's not perfect by no means but I really think it provides a lot of depth and enjoyment to the game. On top of that I also reconsidered how I placed statues, in the case of the right side where the charge attack is, the player no longer has to take a leap of faith downwards as a lot of players were hesitant to do that in feedback. I also put the statue on an elevated plane to make it appear more significant and the player's can see it upon entry to the Ember's Rise meaning that the direction for which they should travel is clearer now. Below I have shown the adjusted room to account for less of a leap of faith, not the final product as the map above but it gets the general concept across.
In the two images above I give a start to what is the Vermillion Summit, the final area and one of it's new mechanics falling platforms. The player steps on them and if they stay too long the platforms give out from beneath them and respawn after a second. The two side rooms are the entrances and to make sure whichever side the player comes from they get the same amount of experience, I made sure the rooms mirror each other. Below is a rough sketch of the idea that I did on my break at work.
Here is a run though of the room.
Programming
This week I adjusted a fair amount of code, to note in no particular order, I adjusted the delay spawners, created the falling platforms, fixed a lot of the spawn code, allowed the player to not be deleted on accident on respawn, made spikes deal continual damage instead of the player being able to walk through after getting hit once.
The delay spawners I had intake a new boolean to account for if the statue their tied to is collected, if it's not they just don't activate until the statues have been collected and and the player collides with the trigger.
Falling platforms are simple I just have them check if the player is colliding with them and check if the player is touching with their feet instead of hitting their head by using the public player's ground check.
The player being deleted on accident on respawn, I fixed by creating a boolean that checks if the player is the real one which is set on death. If it is false, the copies of the player are deleted. This also fixed a lot of issues with the AI and falling platforms not working on the player's second run. I also froze the x and y axis on the player when they die so when they respawn they don't retain that moment between scene changes and fall through the floor. Still need to fix the player's spawn point too but no time sadly.
The spikes I fixed by changing out onTriggerEnter2D to onTriggerStay2D, it was a mistake when I originally programmed it.
Reflection
Overall happy with my work this week, especially with how busy I have been, doing whatever I can to find time to work on it, doing little sketches and getting ideas out there so that I can work hopefully a lot faster when I have time at home. Next week is going to be finishing up the Vermillion Summit and probably more bug fixes. Come back next week for more exciting updates!
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