Mira can use her bow!
I felt restrained by Mira’s movement as she wasn’t able
crouch and the bow issue was really bugging me so I made a conscious decision
to change all of her movements – removing her training wheels as such. With
this change she can now crouch, and with all that I learnt with behaviours I
finally got Mira to draw out her Bow and put it back again, which for me felt
like a mountain overcome. There were slight issues with the newest movements as
Mira would start moving…and not slow down, in addition to struggling to move
left. However by taking the working walking behaviour that I had always been
using and moving it across into the new system this cleared up all of the
issues.
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Level 2
This was a bigger undertaking than level 1 because I wanted
to expand and add to my gameplay using what I now know as a basis. Furthermore
I was going for a completely different feel to the first level. I wanted it to
be rainy as the easy animation from Stencyl excited me. Gameplay-wis, I added
turrets (which took a long time to calculate and get to work) a different form
of moving block (which oddly proved much more difficult than the spikey block –
in fact this caused debugging issues for both of them) in addition to expanding
Mira’s Base form’s abilities by creating specialist objects.
Because this post is after the whole process of building the
level it is harder to describe the tweaks and debugging issues I had, but there
were many. For example as previously mentioned the construction of one moving
block that kills Mira on Collision actually somehow disabled the spiked block
that had worked before. I chose now to debug the crow dynamite because I was
constructing a timed turret which took tweaking to work (I even constructed a ‘testing
ground’ to quickly test alterations). The Complete Level is as follows:
Tweaks I still need to make:
- - I need to make a tutorial page to explain Mira
specific objects, things I’ve implemented now
- - Update the Cliff
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