Devlog 3 - There's Stuff To Do Now


So week 3 has gone by really quickly, so here I am writing this far later than I should have. Again. Anyhow, this week's focus was on Enemies, Puzzles and Interactions, so let's dive into that now.

PUZZLES:

Cosmodrift is a puzzle platformer, or that's the goal at least. So I decided to focus on this, implementing elements that will let me design interesting puzzles. The first mechanic I implemented was Electricity, a static hazard that joins two points. Touching it, or the tiles on either end, will result in instant death (ouch).


Ouch, that'll leave a mark... as well as a corpse...


The next element added was One-Way Platforms, which allow the player to pass through, only if they are moving in the same direction, otherwise turning solid. The current implementation works fine, but in some circumstances, may have unexpected behaviour.


I mean... having two like this kinda defeats the purpose, but it works for demonstration, right?


Next up was Switches and Toggle Blocks. Switches, when touched, change the state of certain Toggle Blocks (can be configured in the editor, but will most often be the toggle blocks in the nearby area) between ON and OFF. When ON, Toggle Blocks will become solid, acting like the rest of the terrain. When OFF, they turn into dotted lines, and collision is disabled, allowing the player to pass through.

...and back and forth and back and forth and...


Lastly, I added Collectibles, which will be hidden throughout the world, often in secret areas, requiring mastery of movement, or smart thinking to find. But the distinct appearance will certainly clue you in when you find one.


So shiny!

I won't tell you where to find all four of them, but pay attention to the rooms you explore, and the passages you cannot reach will be more accessible than you think.

Welp, that's it for this week. Hopefully I'll start next week's devlog sooner, huh?

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