Mine Enemy
From WorkCDN
Mine Enemy (Working title)
Contents |
Overviews
Product Goals
- Create a full featured game to showcase the power of the PSK.
- Actually finish a polished, sellable title.
Story Arc
Art Style
Retro pixel art style, overlaid with a few splashy modern effects (dynamic lighting, translucent materials, perhaps some particle effects.)
Feature Development
Top Issues List
- Several minor issues going on with specialty blocks. Level 3 has been set up so you can play with them.
When moving up or down a diagonal, there is a slow slide effect that happens when you stop moving. It only lasts for a few pixels and then it stops.When colliding with a ramp-like diagonal block horizontally, sometimes the character continues up the ramp, and sometimes the player gets stuck against the side of it, and has to jump to progress. This does not necessarily seem to be based on the speed that you are traveling when you collide with the block. You can get stuck walking quickly into the block and go up it fine slowly sometimes.On the bottom half of the 67b diagonals, you can't jump. Or maybe it's the act of jumping up into the bottom of the 67a.- The player speed seems to be measuring horizontally only, so you really haul going up the side of the 67 diagonals. Guessing we need to change movement speed to be relative to the slope vector.
Getting A LOT of "MESSAGE: com.hanclinto.platformer.spatial::TileShape - Moving upwards despite soley horizontal velocity" when using specialty blocks.- Character plays falling animation when moving down a ramp, as opposed to the walking animation, even if it's a 22 degrees. The player is moving at running speed, though - not falling speed.
- When switching characters, if original is in motion during the switch, the character goes into a frictionless slide after it ceases to be active.
- Dialogs stay on the screen after level end.
Current Work List
Work is progressing on features listed in:
Major Feature Discussions
Per-level Planning
Level sprints intended to be roughly 2 weeks each. Each sprint will be focused around a single level, with the intent to include a basic number of new features along with the design and art efforts such that both key team members have a roughly equal amount of work to do. Pairs of sprints could constitute a release, with the first four being the goal for the "Finishing contest". All sprints are very much draft right now, I'm just trying to get down a quick framework right now, and then we can add more refinement as we go.
