Dev Log Week #2 Godot, Blockout, & Troubleshooting
Boxes » Devlog
Day 1
- Decide on a sidescroller adventure game (it’s one level) where the player will need to push boxes around to get places. The player will need to push them off ledges and let gravity work, etc.
- Start with making the first level’s map, player, and the moveable block
- Start with making the tileset and grab an tileset from Itch.io
Day 2
- An issue with the tileset, found out that there’s just one pixel that’s just slightly up that makes the box get stuck. I went around through the block of code for the player’s interactions with the box, and made some fixes. It used to have impulse, but found out it’s dedicated for one-time interactions (ex. kicking a soccer ball) so instead I replaced it for force which is dedicated for any interactions at any time.
c.get_collider().apply_central_force(-c.get_normal() * PUSH_FORCE)
- Turns out it really was just the tileset, but I managed to make adjustments to the box’s inspection, so that it won’t be affected as much.
- Make the character flip depending on what button is pressed (if the player presses A (to go left) the character should follow that direction and vice versa)
- Stumbled into an issue where the character would not flip properly (whenever the player pressed A, the character would display both the right sided sprite and the left sided sprite.)
- Added an idle animation that would autoplay until the character moves around, which would initiate the walk animation.
- An issue with the collision of the character (the collision is most likely not moving along with the character)
- Turn on Visible Collisions, and it looks like the collision is definitely not flipping alongside the character, even though the collision works fine when it goes right. I tried to code it, but it just wasn’t working properly. Will do a test where it could possibly be the spritesheet (I generally want to change the character anyways because it has a hammer and I don’t plan on adding enemies)
- Uploaded new spritesheets for the player and it seems it may have actually been the previous spritesheet that messed up the functionality.
Day 3:
- Continue with the door teleportation mechanic
- Teleportation between levels is working, now will add a button (with text that will also appear) when the Enter key is pressed.
- Implemented the pause menu, where you have the options to resume, restart or quit the game. You press the esc key to pull up the pause menu. This menu makes it so you restart each level, not the entire game.
- Start blocking out the second level and think about how the boxes will be placed. Create the level design (place around 3-4 boxes down)
- The player will need to think about how to push the boxes too (if you push them incorrectly, then they might end up stuck, causing you to restart the game.)
- Finish polishing the second level (start with small test-runs to see if the level functions properly and move around boxes to make it less difficult for it to get stuck and cause player frustration)
- With the teleport mechanic, pause menu (especially the restart button) working, we can now start to work on the next few levels.
- There will most likely be an end screen where the levels are complete.
- A current issue with playability that may cause some frustration is how the player pushes the boxes. The box is currently “slippery” almost like it’s being pushed on ice by the player.
- Will figure out if it’s a box issue or a player pushing issue.
Boxes
Push boxes.
| Status | Released |
| Author | RoyaltyStudio |
| Genre | Adventure |
More posts
- Dev Log Week #3 Level Design & Menus7 hours ago
- Dev Log Week #1 Brainstorming12 days ago
Leave a comment
Log in with itch.io to leave a comment.