day 28 - slimy


Hi,

What a day, managed to deliver the Uni work 1 day early, and got more time to work on the project.

I started out by meeting with Catralitos, he was feeling that the combat wasn't quite right. He mentioned that it was hard to consistently combo a shot after a slide. After some experimentation I realized the problem was that the slide's velocity isn't constant. If the player is sliding slowly it is super easy to combo into a shotgun blast, but if they are moving too quickly the enemy will fall behind, and it may be near impossible to get a combo. I didn't want to standardize this action too much tho, having it be always a little different is part of the appeal here. So I decided to scale the horizontal knockback enemies suffer by the speed at which the player is sliding. It still needs player testing but it seems very promising.

I finished the checkpoint and level change system.

And finally I added the model to the jumper enemy and made some squash 'n stretch animations. I'm very happy with how it looks, check it out!

See ya,

#devtober

Get Astro Recoil

Leave a comment

Log in with itch.io to leave a comment.