Flesh on the Bones


So about five hours on from our last gripping episode, I have started to add some decoration and functionality.
I like to replace my basic placeholders (for art and sound) fairly early, as I have found that if you don't you have huge performance headaches when all the tiny placeholders get replaced by their prettier full fat cousins.

I also like to embellish the story as I go, as it helps me form new ideas for mechanics and features that would fit.

Early testing helps as I've had some of my friends repeatedly posting their best times up on discord - so definitely going to be incorporating some speed-run features like saving personal bests and possibly ghost runs and online leader boards (though those will be much later).

Behind the scenes (for those interested in Unity programming) I have taken my initial rag-tag of scripts and cleaned them up so that there is a flexible system in place. For example I can now just design a level add some information and drop it in, where the old demo was hard coded just to that maze.

So the roadmap is as follows:

  1. basic rotation functionality
  2. make a modular system
  3. finish the tutorial levels
  4. make a bunch of template map "parts" for:
  5. procedural generation
  6. pause 1
  7. TBC.

Files

Build2.zip Play in browser
43 days ago

Leave a comment

Log in with itch.io to leave a comment.