SImple 2d Game - Part 2
ANommyMousse GameDev DK30 Spring 2021 0 0
Description
Carrying on with my little 2d game, for another 4 weeks. Weeks (5-8)
Recent Updates
Week 8. No video this week, no need, since it was stripping the levels to be only 2 parts. This was done along with the hammer. I didn’t catch up as I played the new warhammer game, it’s not bad but very short, little buggy (Crash and lockups).
looking at plan and what got done.
- Week 1 stuff all done
- Week 2 - done, the layer stuff was the editor part.
- Week 3 - hidden tiles got added and stars too.
- Week 4 - easy levels - not there yet, fireball got turned into a wall hugging enemy
So most got done, except the level making,(Though I have a few they were done by hand and not an editor) the next stage of the project will involve making an editor that saves to text files and bug fixing, timing and tweaking of enemies to be closer to the final game. This will involve altering the level select and adding in something to the options menu or main menu.
Week 7. https://youtu.be/kv1Bc1_oD3Q So this week was spent doing some bug fixing, and adding in a few enemies.
Decided this week that the current 8 layers of tilemap are overkill. I’ll be reducing to 2 and just string parsing the levels themselves in the same way the enemies work. It will mean things could become a little slower, but it’s not that hard to add them back in, if required.
Next week. Finish up the hammer, strip the layers to 2 and make it work off the tile entry. Work on catching up to Jason Weimann’s new course.
https://youtu.be/ApkkiMjrc4E Week 2 / (6) Special hidden tiles, added. Score Added. Level selection changed to be based on difficulty selection, 30,100,50. Various cakes and treats added with scores.
This week will be bug hunting, adding 3 maybe 4 enemies and if time creating a level for easy,medium and hard mode.
Week 1 : Actually week 5. https://youtu.be/7iLhvBEmUt0
Got a few things done this week other than a few bugs. A level editor within unity using the tilemaps that handles pretty much all I need for the project. Some stuff I put off, like the mouse sprite cursor and level selection, I figured no point in having a level select without working levels.
I also added a little spawner (Not quite done, there’s no flip for initial direction) but it does spawn stuff from a pool and is based on a spawner and most notably a prefab(So I can basically put anything in it) in the level tilemap and animates and looks after itself, also kills the player and fades out (Replace later with something better).
I refactored a lot and made both a tilemanager and levelmanager, adjusted the player and enemy to remove those elements and call functions within the managers rather than direct editing.
A concern is the strings for the tilemap levels, could be with all the parsing and stuff could prove problematic later, but for now, I’m still in make it work mode. Other than that ummm yeah not a bad week. So week 2 goal got done in week 1, along with some stuff from week 1 goal.
Plan for this week. Week 2 aka 6 Special hidden tiles - The annoying things that get in the way but are also worth score and stars :) Simple Score system. Level select stuff from week 1.
There are some sounds to grab this week with direct links they are from freesound and require attribution, cartoony but they are neat.
Estimated Timeframe
May 3rd - May 31st
Week 1 Goal
Week 5. Replace frontend audio with master audio and poolboss stuff in groups for frontend? maybe. Fix the Mouse sprite cursor to work. Level selection. Work on the level selection screen to remove things I’m not using and add in stuff to activate the blue special super secret stars (And also the gold stars, which are also super secret but not as special). Also add in more levels and actually tie them to playerprefs to unlock them, then make it so that up to 30 levels can be selected (Easy mode), then on medium 50 and hard (100) or somesuch.
Bug fixing main game, The vertical monster can only destroy down blocks not upwards, tweak to code required. Have a look at the animations they are there but need a bit of polish and general checking. Make the levels finishable so I can test unlock in the level selection screen.
Week 2 Goal
Tiles - need to create a manager as presently they are attached to both player and enemies. This is silly but I wanted to get it done then make it good later, later is now now :) Once this is done, start work on an editor in game, so I can get a feel for what’s needed and what kind of stuctures and code I’m going to need to store enemies, bricks, keys, prefabs etc…
Week 3 Goal
Add in special hidden tiles, you need to cast on them then remove to find the ‘treasure’ Editor - Make levels, tweak, add enemies make more levels, tweak. Basically this week I’ll mainly be tweaking!
Week 4 Goal
Start/continuing with the easy levels, the first few are tutorials which will show in an obvious manner some of the mechanics. Like hidden items behind bricks, if implemented the fireball/spark/whatever the 1st spell will be. Have a think about differences between the characters and what they can do, hide, teleport, dash, fireball, electric, super speed, super jump, wall jump? All of these and more will likely never make it in, in these 4 weeks ^_^