Two days before GGC – Where are we at right now?
So we’ve been working on this new game for a bit more than a week now. A lot of things have changed in the game since we started working on it. We’ve managed to add a checkpoint system, a few different monsters with different mechanics, a smooth fighting system with two different attack styles, healthpickups, animations and a lot more! For the most part, I’ve been doing things like our different systems and not so much work on the balancing and animations. For a week worth of time, we’ve sure managed to get a whole lot of things into our game.
Our game gets inspiration from games like Dark Souls, where the player should feel at a disadvantage until they learn how to play the game. Therefore, we have some hidden mechanics that players will notice the more they play the game. We’ve also made the fights quite hard to prevent players from just running in and hitting opponents until they die. But since this current build is meant to work for the general GGC public aswell, we decided to add checkpoints into the game so that players wouldn’t have to spend so much time walking back to where they were after a death.
We’ve been having some very late nights, and it has made us realise a very important thing: Something that seems hard is generally considerably easier the day after. Often, we spent a couple of hours trying to find errors or fix bugs in the code or animations, only to find it within seconds the day after or with some extra eyes to look at the issue.
But all in all, we’ve managed to make a game in just a week that the team really wants to show to the GGC audience. And we’re even considering a continuation of the game afterwards, where we’d rework some things and rewrite a lot of code in a clever and better way. But that will be on our minds after GGC, only thing on our minds right now is the last day before GGC, friday, where we have to implement the last parts in the game, like win condition and menusystem.
Svara