July, Week 1 | Version Updates


Hello everyone,

This has been a good, productive first week for Slyggdrasil's July development. Below are the current implemented changes and known issues:

- Physics have been updated! No longer will collisions work by applying values first and acting on them after, they will instead act on values at the start of collision.

- Level count has been updated from 5 to 9! Now you may explore through 9 levels, each will have their own backgrounds in a later change.










- Higher variety of objects added! As you may be able to tell from the level list, there are more obstacles that players must avoid in the levels. Currently only a few of them have textures that identify them, but here is the list of objects added in this update:

 

Level 2 |

 

Fireballs. Fireballs are regular objects that push players on contact.

 

Level 4 |

 

Presents. Presents are objects that push players and destroy themselves to spawn present contents at the same time.

 

Present contents are smaller objects that push players on contact.

 

Level 6 |

 

Rocks. Rocks are regular objects that push players on contact. They are basically retextured amethyst rocks.

 

Level 7 |

 

Amethyst rocks. These are just like rocks but have been updated with new functionality. They destroy themselves on collision with platforms and players while creating the new Amethyst pebble object.

 

Amethyst pebbles. These are smaller objects that spawn at the same time as amethyst rocks. They cannot be destroyed and can become overwhelming if left too long to spawn in groups.

 

 

- New final level structure! Quite noticeably from the last screenshot, the newer final level has a completely different level structure from the others. In this level, there are three exits to win. The middle exit requires a player to jump on another player's head to be able to reach it. The left and right exits are active with objects that make it difficult to pass but aren't as competitive as the middle exit.

 

- New base platform texture! The old texture was a 3D model in a 2D space and ended up being the root of most problems in the last version. It now uses a different sprite that mimics a plant aesthetic.

 

- New controls! The updated controls help to make things a bit easier to find your fingers on. WASD is used for player 1 movement. The arrow keys are used for player 2 movement. The enter key is now used for all menu confirmation. Alternatively, you can also use the mouse/cursor to hover over and click on the buttons.

 

In regard to known issues; There is one gleaming thing that I haven't yet managed to fix. That would be the music. The music is currently always playing and can only be turned down using your system's sound setting. This will be fixed as soon as possible.

 

I will cover this project's next steps for week 2 in another post at some time today, but I aim to have it posted by 20:00 BST.

That's all for now! I look forward to my next post!

Amethyst Goblin

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