Saturday, March 29, 2014

ComboPrincess Update: Now With Princess!

Its been quite a little while since my last post. In case you were wondering what I was doing all that time, I have been working on a project for the GMR marketing company. I wont be blogging about it anytime soon because it is still super secret but maybe I will talk about it someday in the future because I've learned a lot so far. Working on that full time for two weeks caused me to fall behind working on combo princess but I currently have a break on that so I've resumed working on it.
As you can see there have been a number of changes. Probably the most significant being that there is actually a princess in the game. Just as I initially planned I made a more of a goth style princess. She currently doesn't have any animation but I intend on fixing that soon. Using Scott Pilgrim Vs the World sprites as reference material I over the course of a day sprited my goth princess and I think she turned out really really well.
All the parts of her body are different layers so that I can animate them inside of unity. You will also notice that I have added a Launch Bar. The way the bar works is that at the beginning of the the level the player character will Immobile. The arrow on the bar will oscillate back and forth and when the player hits jump the closer the arrow is to the center of the bar the larger the boost jump the player gets. I was initially against putting this feature in the game because of its overuse in launch runner type games, but eventually I came around to using it because it allows the player to begin the game with the action paused but the player can begin whenever he/she wants. It also makes for an exciting start to the round. I added a shield upgrade feature to the game. The shield prevents the player from taking heart damage and instead takes shield damage. When all of the shields are all used the player will then take heart damage. When the player takes heart damage the players shields will be replenished. Taking shield damage also does not cause a combo to be broken. I also added different backgrounds that when the player reaches a certain point will change to a different background. Also added a progress bar to see how far away the player is from the end of the game.