Week 12—User Interface / Polish
This week’s focus was to set up the second level and all the other features mentioned in time for the game testing session last Friday. I concentrated on completing the second level and incorporating several new mechanics to enhance gameplay.
New Features and Mechanics:
Second Level:
Now fully functional with breakable walls and teleporters, adding depth and complexity to navigation and strategy.
The transition between levels has been polished, allowing seamless progression from level one to level two. Health resets upon entering the new level, while the score continues to carry over and update.
Second Playable Character:
The "Valkyrie" is now fully functional, bringing new gameplay options. She can throw swords to damage enemies and has completed defensive animations.
New Enemy – "Death":
This enemy introduces a new challenge, as it can only be defeated using a death potion. After resolving some animation and movement anomalies in the Ghost enemy's AI, all enemy animations are now working correctly.
Speed Boost Mechanic:
A new speed boost function has been added, activated by using a speed potion. This temporarily doubles the player’s speed, providing a quick advantage in tight situations. This was a feature that was added after taking into consideration feedback offered by my unit coordinator.
Gameplay Enhancements:
Enemy AI Animation Fix:
There was a problem where the enemy animations weren’t synchronised with its movement, making it look like the enemy was sliding or playing the wrong animations. To fix this, I updated the movement script (GhostMovement) so that the XSpeed and YSpeed parameters in the Animator reflect the enemy’s real-time velocity.
The gameplay has been rebalanced to reduce difficulty, but potion management remains key to surviving more intense encounters. Potions such as the death potion and invulnerability potion must be used strategically, especially when overwhelmed by enemies.
User Interface and Visual Updates:
Help Menu:
The Help feature in the main menu has been updated with a new background that better aligns with the game’s overall style. The yellow text provides greater visual clarity and contrast.
Scene Transitions:
The updated transition system ensures smooth movement between scenes. Players can now transition from level one to level two without issues, maintaining a consistent experience.
This week's focus on UI, animations, and gameplay polish significantly enhances both the feel and functionality of the game. I'm excited to see how these changes will be received in upcoming feedback sessions.
Gauntlet Legacy Reborn
Status | In development |
Author | stealthmode61 |
Genre | Adventure |
Tags | Dungeon Crawler, Pixel Art, Retro, Singleplayer, Top-Down |
More posts
- Documentation & User Guide48 days ago
- Presentation and Graphics59 days ago
- Devlog – Checkpoint 3: Enemies / Interaction / Puzzles66 days ago
- Pause Game Menu69 days ago
- Basic Level Blocking73 days ago
- Character Selection & Prefab Assignment74 days ago
- Gameplay Refinements and Core System Enhancements76 days ago
- Devlog Update - Enhancing Gameplay with Raycasting and Strategic Item Usage78 days ago
- Devlog Update: Scoring Enhancements and Enemy Behaviour79 days ago
Leave a comment
Log in with itch.io to leave a comment.