Dev Diary - 10 Apr
Updated: Apr 14, 2021
6 Apr 2021
Back and forth and back and forth I’ve been repeating the same animation over and over. Nothing ever seems to be quite right. It feels sloppy to rush at the finish line now, but I can’t afford to keep wasting time on a literal 7 second part of the game. I’m going to give it one more day and if I still can’t figure it out I’ll need to rethink what I’m doing with it.
7 Apr 2021
Okay! So I’m still not head-over-heels for it, but I think it’s the best that I’m currently capable of handling. It makes just enough sense for the player to get what’s going on, and hopefully they will be too distracted by everything else to really care about this individual part. I really did put quite a few hours into it to make it look even half as decent as it does, but I maintain that I’m not really the best animator. Maybe I could look into learning some? Till then, we got it working!
8 Apr 2021
With the animation out of the way, I can finally make the rest of the outro look good. We’ve got shaking cameras, flashing lights, randomized explosions, an array of falling debris, the whole shebang for the outro. The player will be expected to handle one teeny tiny new obstacle, but in order to not punish the player last minute for something they were never taught, I decided to avoid adding any actual dangers. Dying and resetting after beating the boss is not anyone’s idea of a good time. Once the player fully escapes the room, it’s onto sounds!
![](https://static.wixstatic.com/media/c9293c_fc32612a9d2948ef8829a77594d38edd~mv2.gif/v1/fill/w_600,h_338,al_c,pstr/c9293c_fc32612a9d2948ef8829a77594d38edd~mv2.gif)
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