Larger update - This week's progress and looking to the future


Hello everybody,

We are nearing the release date for testing the game! I'm so excited to finally share my first major project with you all and ask you to be considerate and mindful that this is not my only work commitment, I have a multitude of other classes that I need to pass for my last year of college and have been putting as much effort that my mind will allow into making this project successful. I have had to make some slight cuts and adjustments to my original plan for this game and will be releasing it with less content that I had hoped to. Sadly this is just the reality of game designing from what I can tell and will eventually update the game to the originally planned standard.

On a more positive note, I have made substantial progress on the new plans for the project's goal product. Now the game has 4 levels with level geometry set up and both players have updated hitboxes to balance the player versus player experience.



Personally, I had hoped that I would have this done sooner than I did but due to problems with core scripts and game physics, this is the best I could make out of the situation. There are still some remaining bugs but they aren't game-breaking and can be avoided. This may come back to bite me in the butt but due to time constraints with my plan, I will just need to deal with it later.

From looking at the layouts; you may have noticed that the platforms have different textures. I now have separate 2D textures for the ice, fake and moving platforms as well as 2D textures for moving platform waypoints. I have kept the 3D texture for the original platform as this aspect is required to pass the college assessment but I also want to keep it as this may be re-developed into a 3D game in the future (keeping the 3D asset will help me have a level layout reference in the future).

Ice platform

Leaf platform/Fake platform

Angel platform/Moving platform

Angel gem/Platform waypoint

In addition to all this, I have added a trigger object to detect when a player passes off of the screen and then changes the level when both players have passed through this trigger. Right now the trigger sends a message through the console to let me know when a player has passed through (which could cause lag in the future) but this is only for testing and will be removed when released. 

To finish this log off; I would like to mention my current goals for the weeks leading up to the testing phase!

I plan to finish the level obstacles and the player mods that will be used to add an extra challenge other than just dull climbing. This will probably be relatively straight forward and will end up using scripts that I already have to edit the player details.


Just 2 weeks left to go, thank you all for the support thus far!
Until next time.

Amethyst Goblin

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