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Week 9 - Level Up

This week was business as usual, just working on more tasks. Nothing major happened, though we are slowly getting all the major implementation done for the game. We worked on level design, more enemies, and some art.


First, level design. More progress was made on the Ember's Rise. In general, the modules for this area are bigger, meaning fewer modules overall while still maintaining the same amount of space as the first area.

This level will be introducing the charge attack and fireball abilities, so some parts of the level design will be designed around making the player use the charge attack to gain more air mobility. The level design will continue to be worked on going into next week and hopefully finished.


Next up, enemies. Four enemies were made, finishing the enemies for the Tower Base, and three out of four for Ember's Rise. These were made so that they could be placed in areas that suited their abilities. They are the Burnt Vine, Ashen Belcher, Wailing Phantom, and Hell Skipper enemies. In general their behaviour is slightly more advanced than the ones introduced in the Tower Area, so they pose more of a challenge to the player.





For art, the tileset for Ember's Rise was created, so that the Tower Base one can be replaced. The colour scheme is very gray, reflecting our original plan for the Ash Falls area, while also integrating some ideas from what we had originally planned with the Hell's Ascent area. Implementing feedback from the alpha, platforms are also thinner so that they are clearer that they can be jumped through.


The idle pose for the boss was created, and more attack animations for the boss will continue to be made.


Finally, an updated version of the Burnt Vine was made, because its swiping attack was too short to be of any use. It will be implemented with the remaining enemies next week.


Going forward, there isn't much to report. We have a concrete plan for how the rest of the game will pan out now, so all that remains is finishing those tasks. The level design, enemies, and music should all be done by the time we reach the beta build, leaving us a week and a half for polishing.


Until next time.

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