Why hello
there and welcome to our very last GJG blog!
With this
last post we are headed into our final week of this semester, and with that
into the presentations of our game.
Everyone is
working very hard as we speak. We are finishing up the final things and are
getting ready for the presentation. And I can personally say the game is
looking really good. Almost all of the art is ready (just in timeJ).
Two weeks
ago Martin came up with an excel sheet about our classes and bugs to get a grip
on everything that had to be done and how time consuming it would be. This was
very helpful as we saw that it was quite a list that had to be worked down. At the
start the buglist contained around 40 bugs, and as we speak it contains 7 bugs
and none of them gamebreaking. The controller is coming along nicely, the
prints are done and wired up and ready to be played with. The way it works is
that the player presses/touches the copper surface of the button and that sends
a signal to the controller which translates the signal to designated keypress.
We now have
3 floors and special floor called the “void”. Of course this is a bug where the
floor disappears and remains an empty nothingness. We are trying to fix it but
it proves to be harder than anticipated. Almost all the minibosses are ready to
rain death and decay down upon Soren, the art is done and we are getting in the
final tweaks that will make them a little more balanced and fun to play
against. Balancing the game proves harder than first anticipated, mostly cause
we play with a keyboard and the game itself is supposes to be played with the
controller which makes it that much harder to play with. So the enemies are a
bit over powered, mostly because they move too fast towards the player and that
makes kiting rather hard with the controller. The movement with the controller
is also rather difficult because you can’t really get a good grip on the
controller to press the buttons but since you don’t really need to press and
just touch the button it is manageable.
And of
course we had some more difficulties with Git, some people (Mees) seem to
forget that they must check everything they are committing and that it doesn’t contain
anything from the classes of someone else. Or that you must first pull and then
push instead of vice versa. But after some fixing we got it up and running
again.
The achievements
and online high scores are done, you can now try to compete with the very best
players of Trippindicular, all seven of them. And if you really want a fast run
to try and get a good score you can also use certain cheat codes to make your
life that much easier.
Some of the
cheats that can be used are: kill, which (you guessed it) kills all the enemies
in the current room. Speedup, which gives you the movement speed gained from
the sugary substance but now permanent. Motherlode, which gives you a total of
99 bombs, 99 keys, 99 coins and 99 healthpotions. Of course this is only for
the weak and who aren’t ready for some super challenging gameplay.
We also
added our final enemy, the exploding enemy. The exploding enemy is a bomb which
rolls towards the player and once it collides with the player it explodes,
beware because it’s fast. The design for the last floor is also done and we now
have some nice stones and mossy rocks, because trees don’t grow underground
(duh). We now have puzzle rooms which involves moving boulders towards the
right position in a way that you can cross the water. At first the boulder didn’t
really work and flew outside of the screen once you collided with it.
We finally
chose an appropriate song for our game, it’s called elevator music and we think
suits our game perfectly, for the starter room we have a special selected song.
Now that we
are getting finished up with this final blogpost and the project. Everyone here
at Gentle Jellyfish Games would like you thank you for being with us on this
trip(pindicular).
We hope to
see you at the symposium coming Friday and of course vote for us.
Thank you
again and we hope to see you soon, GJG out.
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