Well, I've been quiet these past five months as I've been busy writing 24 Hour Parsley People, the sequel to Cocoa and the Time Machine.
The finished game is three times as large, effectively it is three full games tied together in a story in which Cocoa enlists the help of Nikola Tesla to help improve the time machine.
Along the way I wrote new mechanics and greatly improved some of the mechanics I carried over from the first game. To help the MPAGD community I'm going to write a few blogs explaining some of the new and improved mechanics so that others can take advantage of them, if they like, in their games.
Some of the new mechanics include:
Springboards that bounce the player up, left or right
Magnets - that the player can activate and then pick up certain other items
Grabbers - similar to magnets, allowing the player to pick up and deposit items and enemies
Falling Platforms
Rotating electricity bolt thingymebobs
I also vastly improved some of the core mechanics that I used in the first game, including:
Horizontal moving platforms
Proximity falling enemies
Pushable items/blocks
Switches
In addition I've added code for multi-sprite enemies....and multi-sprite player mechanics.
I'll try and cover these in more detail in future dev blogs.
I've had moments of frustration, bugs that I cant track down, bugs that I've fixed and replaced with brand new ones...as well of moments of joy when I;ve finally got something to work.
It's been emotional!
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