Day 8


Day 8, the Penultimate Day

A day of some heavy bugfixes this one; managed to kill all the heavily present bugs, including the character clipping into the walls due to some crazy physics collision detection with the tilemap.

This morning, I had a pal test run 0.1.13 on his end, and he thoroughly enjoyed it (a great mix of challenging and fun). He gave me some choice critique which resulted in the introduction of a new UI prompt for when the player can interact with something.

Yesterday I spoke briefly about sacrificing a nifty sequence due to the new checkpoint mechanism I have implemented in the game.

The sequence involved climbing up a series of moving platforms inside a sealed room rapidly filling with toxic liquid. Due to the checkpoint being prior to this room, I had 2 options;

- remove the feature entirely and put a different platforming challenge, one that could be revisited without having to reset anything
- or 2, rewrite a chunk of code to reset the feature so should you die, you go back to the checkpoint before it and can restart it

Now generally, that'd be a very easy thing to implement, but time hasn't been on my side, so I vetoed to replace it.

The video for this can be found on my Instagram @Demeggy

Tomorrow, I plan on submitting Meltdown Madness to the Jam in the evening. I may make it publicly available before then however to get a bit more test feedback.

Tomorrow, I'll throw up a Final Dev Post for the project, and will attempt to reflect on what I did right, wrong and where I can improve for future jams, and likely the future of my indie dev hobby

Get Meltdown Madness

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