Today was all about level design. After 3 simple “introductory” levels yesterday, I came up with 4 new levels today. Unfortunately several of them exposed bugs in my mechanics which I had to address … so it’s been a good 10 hours of work today.
There was a new mechanic that I was really excited about adding, but in the end I decided to cut it. It’s just not well fleshed-out enough (both in gameplay and in the visuals implementation) to make it in for this game jam.
Overall, this is what I accomplished:
- I now track which levels are completed (for unlocking purposes on the main menu)
- In making level 4, I found a bug in the shooting script and had to fix that
- I improved the particle effect for the gun smoke
- Level 5 worked out just fine, done in under one hour
- Level 6 required some gameplay mechanic fixes. Unfortunately I’ve just discovered a flaw in level 6 that lets it be completed too easily. I can’t think of a quick fix right now, so I’ll have to spend time on this tomorrow.
- I made the camera track player movement smoothly
- I finished a level 7, but it doesn’t demonstrate anything terribly new. Again, I don’t have time for another mechanic I wanted to add.
- I changed the coloration of some of the levels, for more variety. I’ll work harder on this when I try lightmapping this weekend.
- I added logic to detect some cases where it becomes impossible to complete the level, and I pop up a “reload” button. Yes, there is some “figure out by dying” gameplay here.
Oh! and I now have a title: “When It’s Dark”. Not terribly original, but I needed something.
I’ve published a Unity web player version of the game here: