So for the past few weeks I've been polishing the game up and readying it for IGF submission.
I've been mostly working on UI and adding new art to it as I receive them. I redid the end game summary screens to work with EZGui and the new UI layout. I remade our camera controls to make the game easier to play. Holding right click and moving the mouse or pressing down on the arrow keys now allows the player to pan around, and the mouse wheel and the plus/minus keys allow you to zoom in and out. Another thing I added was an animation script that allows the trap to play an animation when a dodo collides with it.
IGF submission is Monday and so I don't have any set tasks but we're at the state of "Get whatever we can into the game."
Saturday, October 27, 2012
Tuesday, October 2, 2012
Update time! Revising features.
This past week we showed the progress of our game and decided to change some of our current mechanics after some discussion with Roger. There will now be a meta game based around currency and so levels will take money to unlock. The trap system will also be modified to deal with input output so that aiming and chaining traps to create combos will be easier.
The past week I've been finalizing the profile system and will continue to change the system to deal with the new meta game. The profile system needs to keep track of the levels that are unlocked and I will need to create the UI to handle that. I need to edit the level information to store the cost of unlocking a level as well.
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