Dodge em or Give Up-Interactions/enemies


This dev logs focus is on interaction, I've implemented a 'few' more scripts that start making this actually feel like a game. First off i finished the movement of enemies in the fourth level successfully found a method to make the 'gates' open and close at the right speeds and distance to  avoid collision with each other. I was originally going to do this with hinges but it lead to a slightly jerky movement that I wasn't happy with so I went back to my script i used for rotation in level 3 and surprisingly had to alter it quite heavily to get the desired affect. 

Once this was finished I moved on to the actual interaction between the player and enemies. Now when struck the level will reset everything including pick ups. 


Speaking of pick ups, I got slightly frustrated with this as I was continually making a classic  blunder and coding as if my game was 3D. It took me far longer than I would like to admit to realise why it wasn't working. But in the end i am now able to collect coins on all levels.


Coins are placed in each level to force engagement with the puzzle, in the above gif without the coins it would be a simple matter of just going along the bottom and up to the end but the coins force dangerous movement. In the same way in level 4 the coins inside the gates force you to engage with the level. The coins do not go towards a score but allow completion of the level. 

After the elements within my levels interacted correctly I started working on scene management. I didn't quite get the checkpoints working but the structure is there. I created a main menu with a button to start the game. This leads to the first level. within the first level I also put in a main menu button to get back. This will be implemented into each level for navigation back to the menu but so far is only present in the first level. 


I didn't have a build on itchio for people to play but i shared my screen to several classmates and played through the levels for them. Once i have finished the scene management i will get a build up for people to play. Because of this feedback was relatively limited however even playing the game in  front of them garnered the desired result of 'this seems like it would frustrate me' as this is supposed to be a hybrid clone of the worlds hardest game I would say that it's very much on track. 

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