Dev Log 2: Art Build
From the previous feedback of the first prototype, some of the issues were the simplicity of the first level, it needed more polishing in the character movement and core mechanics, the use of collecting objects, and adding more dynamics of the metroidvania genre. For that, I redesign the first level, adding more platforms and exploration to the map; I create a better camera for the player and better movement; I tried to get a collectible working, but it didn't work well, so I need to fix it; and I create the design of an enemy but didn't get enough time to implement on version 1.5.
So far, the idea is still the same for the game. Some of the thing that would be important to take in count is the developing of the objects that add a different mechanic to the player, and it let the player progress through the game by accessing to certain areas that he/she wasn't able at the beginning. Maybe along the process some ideas may change, focus or dismiss in order to get the game on time.
For the art of the game I change the background to a pixelated picture of the amazon forest (free-of-use), the design of the level which emphasize more exploration for the player and the design of an enemy that will be use for the next version.
The tools used for this version were Canva for the pixelation of the background, which ease the process to get assets that can fit with the aesthetics; a few changes on the tile sprites; the use of Aseprite to design most of the assets of the game, like the enemy; and I found some plugins called "MetSys" and "LDtk" which I wasn't able to use for this version, due to time management problems, but they will ease the process of level design and the addition of more mechanics.
Throughout the process, I had a LOT of issues that complicate the process, starting from developing the collectible system which from a reason I'm still trying to figure it out, one of the functions didn't work, and I need to find a better way to fix it. The same happen with the combat mechanic, which the issue was on the selecting the button for attack without mapping again the movement controls (from arrows to WASD). And the biggest issue was time management, there were some days with huge progress and some with none, the issues were the form now on I need to create a list of goals to accomplish for every day and week to keep progress and don't rush everything on the last days.
Files
Get Paçoquinha
Paçoquinha
Status | In development |
Author | DevilF1st |
Genre | Platformer |
Tags | Metroidvania |
More posts
- Postmortem3 days ago
- Dev Log 4: Final10 days ago
- Dev Log 3: Beta Build30 days ago
- Dev Log 1: Prototype57 days ago
Leave a comment
Log in with itch.io to leave a comment.