Progoster Devlog - Week 2
Sunday
Once again, I sat down on Sunday with little motivation and little desire to work. However, the five minute rule saved me again. As I mentioned last week, I wasn't pleased with how the doors worked. I created a new system that would be less annoying and clunky, using doors "painted" onto the walls instead of door blocks that take up their own space.
I do have a few problems with the new doors despite their improvements. For one, they don't have any animation. The nanosecond that you enter a room, they appear closed. I would like it so that the doors have a very quick but noticeable transition between opened and closed, as well as the other way around. While I am pretty happy with the door leading up, the other three doors look pretty bad in my opinion. I'm no artist, so I guess I'll just have to keep these placeholder graphics for now.
Monday
School started back up, and I had even less time than usual. However, I did fix an annoying problem incredibly quickly. To simplify, the screen shake would be rather unstable sometimes. You'd think that the screen had lost momentum, but then it would jump a couple of times for a few seconds. It was very annoying. However, the problem has been completely fixed. Again, not much done, but very satisfying day.
Tuesday
On Tuesday, I worked for a bit on the background floor texture.
I am happy enough with the floor, but the walls always look wrong. What's frustrating is that I can't quite put my finger on why. If anybody reading this knows anything about color, I would appreciate the feedback deeply.
Wednesday
I came home on Wednesday feeling particularly drained. Expect days like that about three days a week from now on. Anyways, I made no progress on the game, I just organized my files by making groups for all of my sounds, objects, scripts, and sprites while deleting all of the unused/obsolete ones. I'm sure this will have long term benefits even if I feel kind of bad about it now.
Thursday
On Thursday, I added a new enemy: The coffee pitcher. The coffee pitcher will vaguely follow the player, leaving a trail of coffee that damages the player if they step on it. I seem to work a lot more when new enemies are involved.
A part of me is worried that it looks too much like poop, but we can get to that later.
Friday
On Friday, I finally added sound effects for when Hank first shoots. I also added a new layer for the coffee stains so that nothing but the floor can go under them.
Saturday
I usually dedicate my Saturdays to this devlog and nothing more. However, I did make a slight change so that the coffee cup's first direction is random.
Summary
This week I:
- Made new doors
- Fixed a screen shake bug
- Added a floor texture
- Organized my files
- Added a new enemy
- Added sound effects for shooting
I will not pretend that this week was anywhere near as productive as the previous week. Some may take this as a sign that I am losing steam on the project and I will be abandoning it shortly. I can assure you that this won't happen. Even if I reach a point where I hate every second of this project, and I only work the bare minimum each day, I promise that I will work on it consistently. Some weeks will be more productive than others, especially when factoring in school. I thank you for reading this. See you next week!
Get The Progoster
The Progoster
Status | Released |
Author | Mick Leinbach |
Genre | Action |
More posts
- Progoster Devlog - It's over!Feb 02, 2020
- Progoster Devlog - Week 10Feb 01, 2020
- Progoster Devlog - Week 9Jan 25, 2020
- Progoster devlog - Week 8Jan 18, 2020
- Progoster Devlog - Week 7Jan 11, 2020
- Progoster Devlog - Week 6Jan 04, 2020
- Progoster Devlog - Week 5Dec 28, 2019
- Progoster Devlog - Week 4Dec 21, 2019
- Progoster Devlog - Week 3Dec 14, 2019
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