For all of us, this week was pretty uneventful. With other classes taking up the majority of our time, we didn't have a lot of time to work this week. Nevertheless, we did what we could, and laid the foundation for the next week and the alpha build.
First, the boss. The boss is the most complicated enemy in the game, so getting its moves done first means it'll be easier to implement the rest of the enemies. Around half of the moveset was completed this week, with most of the movement and melee-based attacks finished. The projectile attacks and the big final attack still require some work, but they will be done early in the next week.
The map was also reworked, with the first area being completely redesigned after the feedback from the first playable. In general, the map is now taller, longer, and more free to explore according to our internal testing.
On the art side of things, only two things were worked on. The first was a dash sprite. The original sprite used felt like it didn't sell the speed and impact of the dash enough, as it was just taken from the run animation. This new one flings the player forward more to sell the momentum a bit better.
Next was the healing animation. With the boss and enemies starting to be implemented, we needed to add a way for the player to heal. In concept, the player will press a button, the animation will play while stopping all momentum, and then the player will heal.
Finally, we started planning out the list of sound effects that will be needed in the game. These will not be implemented in the near future but they need to be recorded relatively soon after the alpha.
For the next week, we will be finishing the boss, implementing the first enemies, implementing the health bar UI, improving the upgrade screen, and implementing Tinder so that we can finally properly test the core gameplay loop of the game.
Until next time.
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