There was no internet yesterday but I got some work done, though I wasn’t able to update the blog. So this post is for today and yesterday.
I improved the look of the dropdown menus. I replaced the arrows so it would not be default. And for the video settings menu I made sure it didn’t resize itself if the settings were changed to Medium. It was pushing back the text for some reason because of the box size. While playing around with the Golem boss I noticed that it would get knocked up and away by the physics objects. I changed some of the collisions and hopefully it doesn’t happen again. I got a nice picture of him on the clock tower.
For today I finally finished the course for the Steam page. He does recommend launching it already even if I don’t have nice art and capsule images for steam. But I will wait a bit longer till I have all that so it does look nice once people start seeing it on steam. I have already reached out to an artist who is working on art as I type this. He has very nice art that I think matches the theme of the game, so hopefully it turns out well.
From the market place I bought an asset called lazy god rays. Basically it creates a fake ray of light as if there was fog. Since I am staying away from fog for better performance, this was a good way to get dramatic lights. I made it subtle in some places, while in others I really throw in a lot because it looks very cool. It has nice particles and smoke and it adds a lot of mood for something so simple.
I started writing the story for the new stage and I already created a level for it, plugged in all the necessary events and created a save structure for it. Once I’m ready to start working on it there it should be ready to go. I tested a few things that I wanted to experiment with in the level then I moved on to working on the power from the third stage.
The power from the third stage is a passive, and all the powers following the seconds stage are all going to be passives because I don’t have to add more powers. I’ll think about it but it will be a lot more work to have a lot of powers to handle. Anyway getting the double jump wasn’t too ward to work. I just had to make sure it checks that the player should be able to jump twice. Along with the double jump I wanted the player to be able to dash in the air too. This one was a bit troublesome because I had to find a nice animation which would fit an air dash. I found one that was just okay, but I will definitely change it in the future. For the air dash I made sure that it can only happen once in the air, and that it works the same way as the forward dash. So that means you can easily choose and alter its direction. This gives more options for the player to move. I know the game isn’t a 3D platformer, but I thought it was a fun addition to have more control in the air.
Next up I will continue work on the fourth stage. It is going to be another big one. It won’t be as complicated as the third stage, but I certainty set a high bar for myself with these stages going forward.












