Level Blocking


Fixes from last week

-Froze z rotation to stop player from turning sideways 

-Improved platformer collision detection by adding a feet collider and making an IsGrounded bool 

This week I made good progress with the level layout and art design. I first added a parallax background which I thought would be simple but ended up taking a good two days to get it working right. I think I should have been working on more important aspects of the game like making enemy AI instead of focusing too much on the background. The trouble was the background wasn’t infinite and seamless. If I moved far right on the screen, the background would jitter. To create a seamless infinite parallax, you copy the background and place it perfectly next to it and it should work, but it still wasn’t working. So, I repeated the background 4 times and it finally worked! 

  Cave parallax background with 5 layers.


Then I made a bunch of platforms and set them in a hopefully fun way to jump between. I designed a simple tilemap and painted over all the platforms. It got a bit fiddly as most of the platforms weren't perfectly aligned with the grid. 


  Cave Tilemap.

I was sick of constantly falling off the map during testing, so I added multiple respawn points. I also added two obstacles: a bottomless pit and lava.  I was going to have enemies in the first level, but time is not on my side, I will implement enemies in the second level.  

  Here is the simple lava animation I made.


Initial Feedback 

-Change one of the respawn points as it was too close to the edge and you easily fall endless after respawning 

-Refine the jump mechanic, have the player reach the apex of the jump quicker and fall quicker as well

What I want to try to achieve this week

-Second level layout

-Water droplets/ Stats script

-Death animation and retry screen

-ENEMIES

-Play screen and level select


References 

Creating respawn points and obstacle scripts 

https://copilot.microsoft.com/chats/2p6fPcVBwfnqtnRLVvhLW 

Parallax Tutorial 




 

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