Layout of the pause menu along with some on the spot ideas for what the graphics for each button will look like. |
With a high friction the player has full control over their movement, both on the ground and in the air. They can also spin around rapidly on the spot if they wanted to. |
Running Right - Normal Running Speed Running Left - Dashing Running Speed Down the line I'm going to add a dust cloud trail that will be left behind the player as they dash |
I've also added a melee attack both on the ground and in the air when the attack button is pressed. Right now they have no animation and are simple collision boxes serving as "Hitboxes". If one of these hitboxes comes into contact with an enemy, a battle will start. Melee attacks will also be used to activates buttons, switches and other such interactive objects that will be used to solve puzzles and progress through the game.
The grounded melee attack is a quick attack that has a hitbox directly in front of the player. The animation that will play will be the player character smashing the ground with their melee weapon |
The aerial melee attack has a hitbox all around the player. The animation that will play here will be the player character performing a fast flip and then slamming the ground with their melee weapon |
You will see examples of what kinds of game objects the player will be able to interact with down the line during development, for now we have a print string check for a character dialogue trigger. |
A mid-air dive (The character dives forward allowing players to gain more distance on jumps)
A slingshot move (The player will tilt to analogue stick and flick it in a direction to fling the player character in the direction they flicked)
Deployable Trampolines (Deploy a consumable item pocket trampoline in certain locations that allow the player to bounce up to high areas)
Next up I'm going to get down to basics on entering battle phase, player health, taking damage, dealing damage etc.
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