Visual Graphics and Bug Fixes
Devlog Four: Visual Graphics/ Animation and Bug Fixes
This week was designed to be about implementing graphics, but due to my decisions to do this in the first week, I mainly dedicated the time I was working on the game to fix the bugs that were discovered through testing along with some enemy animations.
Enemy Animations:
Prior to fixing the enemy animation, when moving about the screen the characters would just look like they were walking in one direction, no matter which way they moved. At this point in time this is mostly fixed and the enemy will look to the direction that they are moving when in the Wandering or Fleeing state. I did this by adding a part to these individual scripts that set an X and Y speed value depending on different velocity variable that that script is producing. I then used the animator to switch the enemy sprites direction bases on these set speed values. Currently the Wandering and Fleeing scripts are working, but there is still a small issue with the Pursuit animation that I will continue to work on.
Bug fixes and General Testing Feedback:
Because I had already implemented the main goal for this week early on in my development, I spent a bit less time developing my game this week compared to others. The time I did spend was put into bug fixes and creating a list of other elements to improve and polish.
Fixes:
Canvas Objects Moving: Something that was noticed was that canvas objects, such as health and score, would move about and often not appear when A Slime's Labyrinth was play in the browser. To fix this was just a matter of adjusting the anchor points to be set to the Top corner, rather than the middle.
Level 2 Player Shooting: On the second level the player seemed to have an extra short shooting range compared to other levels, with the bullet not even moving away from the player if shot in the same direction that it is walking. This was just a matter of having being adjusted at some point and not being set back when the prefab was updated.
Feedback and Future Improvements:
One of the main pieces of feedback that I have received for this game in the past week was how easy some of the levels are, as well as there being a lot of walking. With some brainstorming there are a few different areas that I plan to improve upon in order to fix these issues, such as Buffing enemies and reducing health to increase difficulty along with adding in extra enemies to reduce the walking distance between obstacle for the player where nothing is going on. Another aspect that I may implement is an arrow for the player to follow to the Rookies, but I may not go through with this depending on how it will affect the difficulty.
Files
A Slime’s Labyrinth
Status | In development |
Author | DaniLove25 |
Genre | Action |
More posts
- Documentation and User GuideMay 31, 2024
- Polish and TestingMay 26, 2024
- Enemies and InteractionsMay 12, 2024
- Level BlockingMay 05, 2024
- Player Movement and ShootingApr 25, 2024
- Game ConceptApr 19, 2024
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