Progress Report #1
Added 2018-04-07 00:45:57 +0000 UTC
After some discussion with my patrons, I figured it would be in everyone's interest to post a summary of development every two weeks, listing everything that's been added, changed, and tweaked in that time. So let's begin!
Gameplay
- Added script that spawns objects to path (also allows objects to respawn)
- Adding moving platforms
- Changed item-spending magjump input to function closer to Mario's long jump. Now it's harder to use accidentally while on the ground, but just as easy to use everywhere else!
- Player now snaps to magnetic pads instead of just levitating along it
- Began implementing enemies
Polish
- Added clinging animation
- Added animation for debug tool for moving player around stage
- Changed camera movement calculation — camera no longer zips to player position the moment they begin to fall
- Added camera areas that influence camera position, zoom, and angle
- Added new model for magnetic pads
- Added new (possible still temporary) sword
- Objects that respond to magnetism now glow when the player makes contact with them
Fixes and Misc. Changes
- Fixed level transitions breaking
- Re-wrote collision code, including optimization and new functionality
- All path movement is now calculated from a single script per object
- Added simple movement script that allows objects to move back and forth between two specific spots
- Objects no longer need to already exist to be spawned
- Fixed thrown objects immediately crashing into the ground when thrown along the path and not falling at ALL when thrown into the foreground/background (thrown objects currently travel for a full second before being affected by gravity)
Currently Testing
- Trying out various alternate inputs for throwing your item
- Testing enemy behavior on curved paths
As always, thank you so much for your support! This wouldn't be possible without you <3
Song is "Mechonis Field" from Xenoblade Chronicles.