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Wednesday, June 16, 2010

Level 1 nearly done

So at the moment I think that we have a finalized version of level one. the only things needed for this is the re-addition of the player and enemies as well as a fourth shiny. We also need to add a real grass like layer instead of having a generically bad green bar at the bottom. Otherwise we are nearly complete with level 1 and work has begun on a second level.

I do have my doubts however. While we have started work on a second level, I don't think it will be ready by the end of the term which is a bit of a shame because I almost feel that the second level is much better than the first level in that we take advantage of the y axis more than we do in the first level. So for Thursday's critique Max and I are going to be working on the level flowcharts and finalizing them for both of the stages. Also we are going to be editing the stat sheet big time so that there is more challenge. One hit kills with the base weapon is dreadfully boring and defeats any purpose to upgrading your weapon.

On a side note, I feel that picking up an armor boost should automatically fill your health up to a certain point. Let's say you got full HP when you pick up the sherlock outfit, you're health is auto filled. However if you have some damage that will be reflected with the upgrade.

ex: Nerd HP = 8/10 ---> upgrade to nerd ---> HP = 18/20

That way, players aren't wasting their health pickups on restoring health that they didn't actually lose during combat.

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