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DEV-BLOG ENTRY NÚMERO UNO!

I don't have a fully planned out idea of what I want to make, I'll figure out the details as I go, for now what I know is this: I want to make a rouge-like platformer about a witch. Lore wise I guess she's looking for ingreadients for a potion, what's the potion for? Why does she want this potion? Who is she fighting against? What ingredients is she looking for? It's a mistery! Even for me!

ART!

Art wise I'll say that I'm better than I legally should be considering I'm using a mouse with only one functional button, that doesn't mean I'm good, but better than I expected. I made a tileset, a door and an animated character, of course all of this are placeholders that I'll improve with time, but for the moment I'm really satisfied whit what I achived:

- Tile sets -

Pixel art tileset for brick floor and walls Pixel art tileset for brick platform

This looked betterr than I expected, but there's still a lot to improve, for starters they feel too blocky, specially the first one, I know they're bricks, but still I need it to feel a little less "squar-like" so I'll work on that eventually, also they don't connect very well when you try to mix the tiles arround so that's another ting to fix, for now they are good enogh place holders.

- A door -

Pixel art door

Behold! A door! I didn't expect this one to look this good, the wood part I mean, the bricks can be improved a lot but I might have wasted almost a full day just on making the wood so I figured I could leave it like that for now.

- A witch -

pixel art witch idle animation pixel art witch walk animation pixel art witch jump animation

With this one I didn't put even half the effort on the design itself, but rather I focus on the animations, that way once I have all the animations I need I can just apply the textures to each frame, not sure if that's really easier but it does sound easier to me. But besides that I'm starting to question her size, she was the first ting I made and is 128x128 and she feels a little too tall for a platform game I think? like, a smaller character will have an easier time navigating the platforms, so it's probably better for level design stuff, so I'll see if this stays or not later.

PROGRAMMING!

About Godot... OMG I LOVE IT, it's so much easier than unity and as a programmer I feel like there's somehow more flexibility, but also it saves you so much work, so yeah, I haven't explore everything yet, but I'm already not using Unity ever again (probably).

So, with the sprites that I made I already have a character, and a test screen whit some floor and some platforms. Now, since the idea is for a randomly generated dungeon I'm planing to have a pool of screens that the "dungeon generator" can pick from, but I felt like maybe that alone wasn't enough, I needed some variation, so I added some code so when a screen is added to the map, some platforms marked as optional have a chance to not be there at all, while others have a range of positions where they can spawn, this way a single screen can have some extra variance, but how do I ensure that the screens can still be completed? What if a platform moves too high or too far away to be reached? I'm guessing some good level design can ensure that, altough something I'll have to consider are the current upgrades that a player has, making all screens clearable with the basic habilities might make it so any upgrades become useless, either way, a problem for the future.

Regardling the player, it can walk and it can jump, it can double jump and even triple or cuadruple jump! (I made it so it can be easily changed) and the height of the jump is controlled by how much you hold the jump button, which was simpler to implement than I tougth, (credits to this guy).

So that's all for week one, next week I'm probably going to try implementing the random dungeon generation with some really basic screens, and if I have some extra time I'll try making a wall jump.

byebye <3.