XaiJu
MegaBlueBall
MegaBlueBall

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Polishing up the early game

Hi everyone!

I've been able to recover some momentum in this first half of February, and thus managed to get some decent work done on refining the layout of stages. I'm making an actual sequence/progression to the start of Maya's adventure to make it feel more seamless and natural.

Specifically, once Maya defeats the 1st boss (forest mother) and acquires the dash skill, the way into the hills is now blocked by a gate. Farina then messages Maya (via new cutscene) to return to the castle, guiding her towards the other part of the beach stages with the shipwreck. I've also added a preceding cutscene where Farina gives the pendant to Maya in the castle.

This solves the problem of players having to backtrack from much farther (from the city or swamp) to acquire the Crimsom Scepter (the fast travel system of the game). Backtracking from the forest obvisouly makes more sense, and I've also changed the layout to encourage heavy usage of the dash on the way back, allowing players to get used to the newly acquired skill.

Another auxiliary addition is a checkpoint pole. It's a temporary save that allows players to restart from that point, instead of the edges of the stages or from the actual save points. I will be placing these in the middle part of stages, as well as before/after some difficult sections, allowing for a quick retry without losing too much progression until Maya reaches a proper save point.

So all in all, it's been a good start to February and I'd like to release another update at the end of this month, containing the "revamped" early game and a new scene or two. If all goes well, I'll be teasing a preview of these new animations in the next post!

Best Wishes,
Mega Blue Ball

Polishing up the early game Polishing up the early game Polishing up the early game

Comments

It's a "back in time" situation. For a game to account for all of that, I would have to have planned for this feature from the start, because implementing such a thing now on top of an already bloated code framework would be tech insanity haha

Mega Blue Ball

Question for MBB, when Maya is defeated, does the respawn "take you back in time"? Or does it continue, but a clone Maya is made? If it's the second, later on in development, would it be possible for the world or enemies to show signs of Maya being defeated there? Fattened enemies on map, kids around the map, extra aggressive enemies etc? Maybe more difficult bosses?

Biggus Danicus

Great work, friend, keep up.

K DP

Awesome! Glad to hear you're in the swing of things again!

Crevan Prowler

Awesome work! I can tell the game's gonna be really fun to play with the new refinement~

Vik Virtue

Looks great! Idea for a smol setting, could we have an option to toggle the "Mega" voiceline when you start the game? It always jumpscares me

odoto

Keep up the good work !

Deaugh


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