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Week of Awesome – day 5 – When It’s Dark

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.

Day5-1

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.

Day5-2

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:

http://icefallgames.com/Games/WhenItsDark

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2 comments on “Week of Awesome – day 5 – When It’s Dark

  1. You were supposed to leave the level 6 exploit on so I could spawn an infinite teddy bear army! Will download your game tonight – looks good 🙂

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