November 26th, 2018 Devlog 2: the Second One


Hello fellow travelers.   Well, its's the second Devlog and we are making progress along with a set back.  First things first, yes, there was a grammatical error in the last post!  I'll try to make them less painful in the future.  Now onto the meat and potatoes, or if you are vegan/vegetarian, the vegan nachos and potatoes.   We made some progress,  what before was simple coding is now feeling more like a game.  Let's break it down.

  • Implemented a score system based on distance traveled.
  • Implemented a speed accelerant based on time alive.
  • Developed a way to cap speed. ( It was getting ludicrous without it)
  • Issue where score continued to accumulate after death was corrected.
  • Altered wrapping background to be set higher in game space, acting  as temporary fix for art transparency issue
  • Additional tweaks to the jump to accommodate for speed accelerant.
  • Moved enemy objects into a lower area of play, forcing player to directly interact with them consistently
  • Moved player start position, leading to appropriate  reaction time when at higher speeds
  • Modified speed accelerant
  • Changed color of enemy objects, providing more uniformed look for particular types of enemies

That's all for this one folks,  we are going to be getting after it again tonight!  It's only getting better folks!

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