Devlog 1: Playtesting and Development


Development

When it comes to development of the game, we approached it by dividing up main tasks we needed to get done. At first we started getting the coding and the physics working, we divided up different ideas for how we want enemies to interact and how we wanted our player to feel in the game. We settled on a few basic abilities of swimming and dashing in the game for our basic movement and decided to keep the essence of a platformer that we wanted to focus on attacking enemies with our movement. That's how we decided that we wanted to have our attacking methods be dashing through enemies and by stomping on their heads. 

After having the functionality of the game completed we wanted to then focus on the more creative side of the game. We divided up the work between different music and sprite work in order to create a nice feel to our game and a unique progression through our levels. From here we decided to make 4 levels, a grassy landscape, a carnival, an underwater level and a castle, making each level feel sort of unique from the last. We also wanted to create a sort of funky background sound to the game to make it feel a little more upbeat with our aesthetic.

Playtesting

In the playtest of our game we learned a few things we wanted to fix when it came to our final product. We wanted to make the movement feel a bit smoother since there could be some weird collision interactions. We also wanted to make the sprites and enemies move smoothly, since some of our enemy AI would feel really weird in practice. 

Files

Windows.zip 31 MB
Oct 21, 2022
macOS.app.zip 39 MB
Oct 21, 2022

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