Week 4 Devlog - Tomás Soares


This week I was gonna quickly fix the remaining bugs on the new Flower Cannon enemy and move on to the other tasks. However the bugs took alot more time to fix than I had planned. I had problems with the layers of the projectiles and the collisions with the player were really inconsistent. But eventually I was able to fix the majority of the problems (I HOPE) and the enemy is finished.


After this I moved on to the next task which was to try and improve the player's basic attack. I made it more snappy with a faster animation and also made sure it didnt go through the ground. I also started the next task which was to add some moves to the forest boss. Since his attacks so far are only ranged attacks that go all around him, I thought it would be good for variety to have an attack that tries to follow the player and shoots alot of projectiles in a row (kinda like a machine gun). Althought I have already started to try and see how this can be done, I still don't have anything to show.

The Design Document update deliverable was also due this week, so I spent some time on that too.

Get Oniden

Comments

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Good job. Due to the MOJO deadline fast approaching, I advise you and your team to focus on the consolidation of content. Focus on the experience you want to give the player and stop developing further content (e.g. no more enemies, abilities, etc.).

(+1)

The sprites for the Flower Cannon are temporary btw, because our art colleagues are busy with higher priority stuff.