Archive:
I’ve got a cold. It’s quite a stinker. Today probably wasn’t the day to do any programming, but I had a little squirt and started work on some Push Blocks.
Aaaa-Choo… Ugh, I can’t remember the last time I was ill. Blergh.
Feeling a bit more on it, today.
The Security Guard room is laid out, push blocks are working, there’s a button that triggers the level sequence
to show the player the colour-code chart, the Level Sequence
and HUD
elements are animating nicely, and the RoomController
unlocks everything, and polls the push block. When it’s been pushed into the correct place, the door unlocks. It needs VFX and audio, but it’s working.
Made a push stance and push animation for the player character, and added code to trigger both as-and-when directed to by the push block.
Also added a little sign saying “Willy’s Mansion” to the Castlevania entrance, and hooked up the teleport in the Hub area so you can walk from the beginning of the game into the level.
Tidied up the Security Guard room, added a smidge of VFX, made the timing of everything feel a bit better, and tweaked the movement speed of push blocks, so the player enters the stance earlier, and pushes a little quicker. I think that’ll make their whole interaction a little more obvious. It’s the first thing in the game that’s not controlled by an action button.
It does beg the question, maybe push blocks should be on an action button? Gut feeling right now is no.
Next room: The Front Door.
Done the modelling/texturing. Brought Ivy in, and created a new water shader. Poooosibly still missing an important element…
Friends:
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