Level Blocking


Devlog Two: Level Blocking

This is the second weekly devlog, focusing on the basic level designs that have been implemented in, as well as improving on feedback given last week.  Additionally, this week I also added in the walking animations for all the enemies.


The Layout:

For "A Slime's Labyrinth"  I have designed 5 basic layouts, each one expanding upon the previous level. Each level also has a set number of Rookies, Apprentices, and Masters. The tile pallet used in this project was fully created by me. I created three different variations of the plain wall tile, and four floor tiles, in order to create a nicer looking design. 

***TEMPORARILY THERE HAS BEEN A NEXT LEVEL BUTTON ADDED WHILE FULL IMPLEMANTAION OF OBJECTIVES HAS YET TO BE COMPLETED***

Level One:

Contains 3 Rookies, 2 Apprentices, and 0 Masters.

Level One Layout


Level Two:

Contains 3 Rookies, 4 Apprentices, and 0 Masters.

Level Two Layout


Level Three:

Contains 4 Rookies, 3 Apprentices, and 1 Master.

Level Three Layout


Level Four:

Contains 4 Rookies, 4 Apprentices, and 2 Masters.

Level Four Layout


Level Five:

Contains 5 Rookies, 4 Apprentices, and 5 Masters.

Level Five Layout


Entrance Scenes:

As well as the basic levels, I also added in a Title screen, and (currently empty) Settings and Help screens. 

Title Screen

Settings Screen

Help Screen


Enemy Animation:

As I stated earlier on, this week I decided to also add in the enemy animation this week, to reduce work later on. To create the walking, I drew five different frames for facing left, and then flipped them to create right. I've decided to have the enemies face only two directions because unlike the slime, animating a full 8 directions would take up a lot of time that could be used more productively. 


Last Week Feedback:

The one piece of feedback for something to improve upon that I received last week was about the player shooting animation. The problem was with the length of the animation. Before it was too short, leaving it to not being shown half the time, so to remedy this I created a script purely for the animation in order to find when the mouse button is held down, and thus extending the animation.


Files

20240502-ASlime'sLabyrinth.zip Play in browser
May 02, 2024

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