Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. Press L then use the arrow keys to look around, and press M to bring up the map (- and + zoom)
If you want to check out the combat go here
If you want to check out the combat go here
Hello!
Ok, so it's been a while. I think I was working myself up over my self-imposed Christmas deadline, and I needed a Dreg holiday. I know that makes my Christmas deadline somewhat less realistic, but let's face it, as well as world fame and massive amounts of money, I'm making this game to have fun, and there's no point in getting stressed, yeah?
Anyway, the hiatus has given me lots of energy to delve right in. I think one of the main reasons that I needed a break was that I'd found a whole bunch of small bugs and issues that needed resolving, and I didn't have the heart to face them. After a week and a half of doing bugger all I was able to sort most of them out (a couple of big bloopers are still lurking around though).
As for actual real changes that are of interest to you, I decided to focus on navigation. With a such potentially confusing level design, full of tricky little platforms and such, I needed to give the player the ability to check out his or her surroundings, so I've added two things: the ability to look around, and a map.
To look around, press L, then use the arrow keys to look around. For the map press M and press - or + to zoom in and out.
I had to think for a while about what form the map should take - I want it to show information, but only for those places the player has visited. But you can see the dark red shape that indicates the general shape of the level. But I didn't want to show secret paths, so they're not included in the silhouette of the map (but if you use them, they'll show up on the map).
I also wanted some way to indicate the gravity in a certain part of the level. I've gone for a gradient, but I'm not sure if that's clear enough. Maybe I should just physically stick some arrows in there!
I also couldn't decide whether the player should still be able to move while looking at the map, or if the game should be paused. I've gone for the former - what do you guys think?
The reason why the map isn't centred is that the right hand side will contain information and instructions - I want to make it so that important buildings and objectives will appear on the map, and the player can add markers on the map. Maybe that'll be my next update!
In any case, as always, feel free to point out all the bugs/issues you come across!
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