OK, we finally have some enemies. They're not exactly intimidating, but at least we can't just run through the levels blindly anymore.
To play this version go to ActionJump 0.009
The player now has two colors, and the monkey heads are textured, and if you touch a monkey head you die. Of course the real enemies are going to fit with the theme, so they probably won't be monkey heads. The green color implies that they're safe, so next time I'll make them red and add some green stuff to pick up and get points for.
In keeping with the spirit of fixing the worst thing next, it's really time to have a death animation for our player rather than just moving him to the start of the level. Now that I know how to import textured objects from Blender I might work on the player graphics a bit and add running and jumping animations.
While we're working on the player, we might want to revisit the controls. The original idea was to have just two buttons, but currently we're using three, which really is one too many for a touchscreen.
Taking a step back, this is basically a stream-of-consciousness blog where I simply write down what I'm thinking about when designing a new game. It's also helping me to keep going every day, which can be tough sometimes when you're independent.
-- fxl
To play this version go to ActionJump 0.009
The player now has two colors, and the monkey heads are textured, and if you touch a monkey head you die. Of course the real enemies are going to fit with the theme, so they probably won't be monkey heads. The green color implies that they're safe, so next time I'll make them red and add some green stuff to pick up and get points for.
In keeping with the spirit of fixing the worst thing next, it's really time to have a death animation for our player rather than just moving him to the start of the level. Now that I know how to import textured objects from Blender I might work on the player graphics a bit and add running and jumping animations.
While we're working on the player, we might want to revisit the controls. The original idea was to have just two buttons, but currently we're using three, which really is one too many for a touchscreen.
Taking a step back, this is basically a stream-of-consciousness blog where I simply write down what I'm thinking about when designing a new game. It's also helping me to keep going every day, which can be tough sometimes when you're independent.
-- fxl
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