Day 2
Day 2, and the core is complete; the toolkit in its full glory is ready for me to slap in moving platforms, controllable platforms, interactable objects, text and dialogue for exposition and hazardous environmental dangers to watch out for.
I've also gotten Roy animated, with idle, run and jump anims bringing him to life.
I'm really pleased with the way Unity allows you to easily create and manipulate particle effects (watch out for some nifty fire and steam effects in the release).
I've accumulated a handful of bugs today (not game breakers, but I'll need to get them sorted out as some of them will hinder some of the more challenging platforming aspects);
- Room Bounds - Trigger not accounting for correct Camera moves
- Player Controller - Transform not detecting adjacent collisions
- Menu - resolution breaks selection cursor
- Camera - resolutions breaks room/camera bounds
Tomorrow I'll work on the above bugs and have 1 or 2 more minor features to tweak, and then it's onto level and asset building for the rest of the week.
I did find an awesome chiptune generator online that allows you to easily create your own music, so I'll be using that to create a very small suite of tracks to accompany the finished product (https://www.beepbox.co)
Get Meltdown Madness
Meltdown Madness
#9DayJam - a simple, but challenging platformer; escape the Facility before the time runs out, or die trying
Status | In development |
Author | pixelcatdev |
Genre | Platformer |
Tags | 2D, Pixel Art, Roguelike, Unity |
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