Suqssh Underground Coyote Update
Suqssh Underground Update#1
Hey gamers, I thought to give some behind the scenes on the development as it might be interesting. I got a couple of new features in the game, which feels better to play.
Coyote Timing
The name suggests it has to do with timing, my first try was to make a Timer called Coyote. Then when you are of the ground you have a brief period where the timer runs to still jump. However this proved difficult to implement resulting in a bug where you could float around (see video). The floating was quite nice for a little bit, but surely it could be better. So instead of timing I used a RayCast. It is the red arrow in the image below.
As you can see this image extends outside the sprite of the player. In this example, the player still made the jump(barely), because the RayCast intersected with the ground. After not having Coyote Timing I never wanna go back, It feels really good! It also fixed an issue where jumping of slopes was challenging.
Max bounces
I had an hazard, called NoU for some reason, that bounced the level and damages the player upon intersecting. Much like the Sparks from Zelda 1 now that I think of it. Anyway it would be bouncing forever so I added a max bounce rate to it, after which it disappears. The worms can spawn these NoU's from the friction of the ground, though I don't know if this is a good idea.
City Level
You can know go to the City level, which has skyscrapers and cars. It is mainly a visual for now, so you better visit it yourself. You can stand on the cars btw!
Title screen
I added a simple title screen with some buttons. I usually prefer to just play the game immediately, but is a good practice to prepare you for the game-play.
Dialogue Camera
I don't know about you, but in most action games I prefer to skip all dialogue. I never could tell you why exactly, but I knew that taking player control away did not feel good either! So my solution is to focus the camera on the dialogue scene and not follow the player anymore. The player remains in control and can make the character leave or enter the dialogue anytime. In the period the text is still on the screen, easily read by the player (while the character is hopping around on the background). I am quite happy with this solution.
Other
So there is some more stuff, but a list will do:
- Super Jump Counter UI
- Seamless Music between levels
- Gate controlled by button
- Bamboo Background
- Original music track
- Better organized project
Next
I think I will add some more story to the game and utilize the Dialogue System more!
Please feel welcome to test the current build in the browser if the development seems interesting.
Files
Squash Underground
Early acces system platformer
Status | Prototype |
Author | HowYouDoing |
Genre | Platformer |
More posts
- Added Mobile controlsFeb 04, 2024
Leave a comment
Log in with itch.io to leave a comment.