Behind The Curve


This new game has been an interesting process.  The assignment started out as a group project, with 3 of us working to build a game.  That process alone was... interesting.  After 2 weeks however, due to circumstances beyond my control, the project and team was disbanded.  And I made the decision to try to do my final assessment solo, as opposed to joining the other group.  With 3 weeks left till the game was due.  I redid my schedule to adjust for this and tried to set to work.  I... have not managed to stay on that schedule.  We are now a week away from the assessment being due.  I tried to take some of the ideas pitched within our group project that I believed I had the ability to implement to make my own game, with stretch goal in the case that I got to where I needed to be early.  I most surely did not.  I do however have a mostly functional game.  Certain aspects however changed as time went on.  The core concept of the game is to collect the keys needed to open and escape the area (a warehouse), using power ups that increase your jump height and speed to aid you, whilst racing against a ticking clock.  I knew through testing early on that I could implement the power ups.  My first major mistake was not focusing more on the level design.  The power ups do work, but the speed increase if anything makes the game harder to play, not easier (although there is an almost triumphant feeling still getting a good time whilst fighting against your own speed
).  I also needed to spend more time thinking on camera control, as the rigid camera of my last project is far less effective when trying to aim jumps and explore environments searching for items.   Now that I have a functioning build, I have encountered another issue, in that the highscores file does not seem to read to the display in the build.  I twill be my main focus for the next 24 hours before I begin my playtesting in 2 days.  I'll post my next update then.

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Dec 03, 2020

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