Creating pitfall
Swinging
Initially throughout development i knew the swing would be one of the greatest moments to cross since from the initial designs involving a script that would move the swing with its rotation with a set rate, however being unable to setup one myself i had opted out for a animation system for the swing's movement which made it incredibly easy to then make the player connect to it since i had found out the transform.parent function which allowed me to easily allow the player to swing between the two epicenters of the swing since they could now enter and exit the swing on the press and release of a button.
Movement
I had encountered a movement lag throughout development of this game's development cycle since i was using a repurposed script from a previous project which utalised input.getaxis as opposed to input.getbutton which initially made the input lag either on the initial press or the release of the button making precise movements within the already difficult platformer increasingly frustrating. To which after changing the to the new function the input lag was entirely mitigated for basic movement.
Difficulty
Initially with the first play test of the game i had a severe lack of obstacles on the lower level of the game making movement within that area incredibly easy with the player being able to hold left or right and they can move without issue, however there was far too many fires on the surface level with one placed at the direct entrance of a stage making it incredibly easy to lose a life when entering that stage unless you cease all movement when walking in, to fix this i had moved the many of the fires to the lower level making the player jump within that area and moving that dreaded fire by the entrance.
however with all these improvements the stage was still 200 districts long and you needed 30 survivors collected to win something of which nobody had beaten 5 at this point of development. so the districts and survivors were lowered to 100 and 10 with the added bonus of a survivor giving you an extra life upon collection, which is almost necessary to have with the addition of falling rubble which i had added to add obstacle diversity and to change it up a bit more than more fires.
with all these changes the rubble was near invisible since the colours were near identical to that of the background so after toning the rubble and respective particles to an almost black shade of brown it make it much easier to see and making the game seem much less frustrating.
Get Decaying Pitfall!
Decaying Pitfall!
The classic game Pitfall! depicted using an art style similar to that of Anselm Kiefer
Status | In development |
Author | Jam Esc |
Genre | Platformer |
More posts
- World GenerationNov 04, 2018
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