Week 3 Level Blocking, Animations and Interaction


Week 3 DevLog - Level Blocking, Animations and Interaction

 The itch.io version of this document is limited by restrictions on the size of images. Some images are missing from this version but can be viewed in the document attached at the bottom of the page.

Semi-final additions to player movement

This week's update began with the addition of some new, albeit minor, functionalities to player movement, particularly concerning jumping. When the player jumps while moving horizontally, we can visualize the movement as an arc shape. Initially, the movement implementation had the player move through this arc at a constant velocity, which felt unnatural. To address this, the scale of gravity now increases at the top of the arc, causing the player to descend to the ground a little quicker. Additionally, the player now experiences a slight boost in the direction they are traveling at the peak of the jump, flattening, and stretching the arc of movement somewhat. These adjustments are subtle and may be challenging to notice, but they have resulted in a jump that feels less floaty.

Level Blocking – Level 1

My goal for this week was to complete the level blocking of the first level, and I achieved it. However, there's still a need for polishing, implementing certain interactions, and adding tutorial messages.

<Level_1_Demo.gif>

Moving World Objects

This level introduces some new types of world objects. It includes moving platforms, which are objects that move between two nodes at a speed adjustable by me, not the player. The functionality of these platforms was designed to accommodate potentially infinite nodes and operate both vertically and horizontally. The second new object introduced is a falling platform. It's an object that will descend after a customizable amount of time following the player's collision with it. Once it falls, it will self-destruct.

<Moving_Platform_Demo.gif>

Character and Animations

The new player movement introduced last week broke the initially set up animations. While testing the level with a temporary sprite lacking animations, I realized the importance of using the final character sprites to ensure proper clearance for the objects in the level. After considering various options, I settled on the sprite pack pictured below. It aligned well with the art style of the world and offered sufficient variations of the sprite required for the animations I intended to include.

Although adding the new sprite would have been enough to properly test the level, I felt compelled to add animations as well (I couldn't stand the sight of the lifeless character). Run, jump, idle, and falling animations were all added and are now functional. 

Player Sprite Sheet

Player Character Sprite Sheet

Idle Animation

Idle Animation
<Running_Anim_Demo.gif>
Running Animation
<Jumping_Anim_Demo.gif>
Jumping Animation
<Falling_Anim_Demo.gif>
Falling Animation

I also attempted to create wall slide, wall jump, and flipping animations, but encountered difficulties in getting them to work properly. I'll need to revisit these animations. 

<Wall_Slide_Anim_Demo.gif>

Stamina Function and Power-ups

To enhance interaction in the game, I'm incorporating power-up pickups, simple icons that grant the player new abilities upon collision. Currently, only two power-ups are functional—double jump and dash—but I aim to include six by the end of development. Once picked up, the player retains the ability to use the power-up indefinitely. However, there will be a limit to the number of times each power-up can be used, introducing the concept of stamina.

Stamina, though a placeholder name, will serve as a mechanic to encourage strategic use of power-ups. Stamina essence pickups scattered throughout the world will contribute to a stamina meter. Using a power-up will deplete this meter to some extent. I'm still undecided on whether stamina essence will respawn or if the player's stamina will carry over to the next level. Balancing and testing will determine these aspects.

Unfortunately, I haven't been able to make the stamina and power-up mechanics functional yet, so I can't showcase them in this Devlog. I aim to have this functionality implemented by the next Devlog.

Week 4 Devlog

Next week, in addition to completing the stamina and power-up mechanics, I plan to build the second level, which will feature a unique environmental condition to diversify gameplay. Additionally, I aim to begin work on the UI, particularly the in-game interface.

Asset Sources

Assets featured in this devlog are owned and authored by rvros and are used with permission-

https://rvros.itch.io/  

Player Character Sprites –

https://rvros.itch.io/animated-pixel-hero

Files

DevLog Week 3 Level Blocking, Animations and Interaction (Full Version) 28 MB
May 12, 2024

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