The First Post 29/01/2021
I’m not gonna lie to you dear reader, a lot of the game is already made, so this post is going to be less of a, here’s my idea, here’s how I’m going to make it, and more of a here’s what we’ve made so far, these are my thoughts of how to take it forward, and here are the multitude of issues that I face at the moment trying to build this thing.
Currently Arlo is working using Layer masks, as you hold down the mouse button it runs a particle effect and it spawns about 20 layer masks a second. This is pretty inefficient but if you don’t tell anyone I won’t either.
movement is sorted, the animation is ehhh, sort of sorted, I would like it to be better but let’s get the mechanics done first. The first couple of scripts for the cutscenes are done, along with the cutscene template. Arlo is drawn out, along with his flamethrower and the flame particle effect is looking spicy. I’ve sortof found some music. GitKraken is set up and running nicely.
To-do list! Drawing out all of the buildings for Cap City plus going over it all again for the ashen look (Top priority, without the world there is no game). Cutscene creation and implementation (Pretty top priority, without the cutscenes there is very little narrative.) Music and sound implementation (Pretty important, a big impact on game feel) Title screen, pause menu, credits.
Current issues that I should get round to fixing: That whole spawning layer masks thing. Leg animation is currently very pixelly because of the resolution of the game, no idea how to fix it without upscaling literally everything. Need to figure out how to spawn fire plumes while burning. Weird overlay parallax effect happening when burning some of the scene.