Started off with minor changes such as adding sound effects to certain objects that can be interacted with. Then I updated the logic of the UI so that it will be easily usable for future levels and bosses. With more experience I know to make sure that everything I add or implement is efficient and has several uses. I had been encountering a lot of issues with the saving mechanic, since I had originally planned to have the player be able to save in most places outside a boss room. There were a lot of issues because there are tons of places that can be problematic for a checkpoint to exist. In some cases the character would spawn in-between a wall or a door. If I wanted to keep this up I would need to keep track of all the places the player should not be able to save. So this is one of the cases where I have to simplify on my original ideas to make the development much easier on me. I now have designated save points, appropriately they are going to be areas of light such as torches. That way it still ties into the logic of the lantern and its light powers.
A quick video on YouTube introduced to me a way I could simulate the level without actually diving into play. This way physic objects I place will fall and with the “K” key I can save their placement in the world. It fixes an issue I had where I could hear objects drop or hit each other when I loaded up the game. This is such a simple solution that works wonders. I then cracked down on the loading, saving, and checkpoint system. The one I ended up implementing works fine, but I don’t know how long it will hold up. I will try to find a better way to do it eventually. But basically how it’s working now is that there is a unique intro for when you start a level for the first time, to give the player the idea that they’re walking into the place. The next time you load or start a game it will be a different intro as if the character is being spawned from the light of the lantern. I could forego the complications but this is something that is unnecessary that I do want to keep.
To top it all off I added the fireflies again because they make the place look a bit nicer, and I changed the lights in the boss room to make it look slightly more dramatic. I also chopped off the control for the swinging mechanic, because it’s too wonky and if I want to keep it I’ll need to do a lot of work on it. So I have to ponder on whether to ultimately remove it.
There’s so much I want to work on but I need to narrow down what is vital for my next session. I’ve really been wanting to implement more dynamic camera movements, and specific actions for the player such as finishing moves. I have been putting it off for awhile because it’s a bit daunting to learn but I’ll try my hand at it tomorrow.












