Devlog 3

Devlog #3: The Hook, the Explosion, and a World Coming to Life
Introduction: From Foundations to Expansion
Welcome back to our devlog!
In our last entry, we shared how we had forged the core skeleton of the game: a movement system based on momentum and inertia, accompanied by our basic side strike and spike/pogo mechanics. It was a functional prototype that promised fluidity and technical depth.
Since then, we haven't rested on our laurels. The team has been immersed in a phase of expansion and refinement, transforming that solid foundation into a richer, more dynamic, and visually cohesive gameplay experience. The vision of a world where movement is synonymous with adrenaline and mastery is taking tangible shape.
What Did We Do Since the Last Devlog?
Our focus was split across three pillars: refining the world's "feel," adding a tool that redefines mobility, and introducing the first challenge that forces you to use it.
1. A Purposeful Setting: First Level Design Takes Shape
· Goodbye to the generic test map. We no longer just have scattered blocks; the complete design for our first level is now defined and in development! We have clarified its flow, key challenges, and how it will gradually introduce mechanics to the player. It's being specifically designed to guide the player organically, presenting obstacles that incentivize the intelligent use of each tool and creating routes that reward mastery over momentum.
2. The Hammer Comes to Life: Particle System
· A powerful strike isn't just felt; now it's seen. We've implemented a particle system that activates when the hammer collides with the ground or a surface. This visual effect, combined with the weapon's drag, adds a crucial layer of weight and feedback, making every interaction with the environment much more satisfying and visceral.
3. A Smarter View: Camera Improvements
· The static camera is a thing of the past. We've worked on a more dynamic and responsive camera system that not only follows the character but also anticipates their direction and speed, smoothing the movement and showing more of the path ahead. This is vital for planning your next moves at high speeds and immensely improves the fluidity of the experience.
4. The Hook Has Arrived! A New Dimension of Mobility
· The moment has come: the hook is implemented and functional! This tool is a game-changer for mobility. It allows the player to latch onto specific surfaces to change direction sharply, gain height instantly, or maintain air momentum.
· Current Status: The base mechanic is ready. Our next step is to polish its dynamics with the rest of the gameplay flow, adjusting the physics, the "feeling," and the integration with other mechanics to make transitions between the hammer and the hook seamless.
5. The First Enemy: The Explosive Saboteur
· A platforming world needs dangers, and we've created one that reinforces our philosophy of adrenaline. Meet our first enemy: the Saboteur.
· Dynamic: This creature detects the protagonist, chases them aggressively, and, upon entering a close radius, explodes after a short countdown. Its purpose isn't just to damage, but to force the player to make quick decisions: using momentum to flee, a spike/pogo to dodge it in the air, or the hook to escape the blast at the last second. It adds a constant layer of tension that makes every advance a frantic race against time.
What Comes Next? Our Next Steps
With the new pieces on the board, our work now focuses on integration and polish.
Short Term:
· Polish the Hook: Adjust the movement curve, timing, and integration with the momentum system to make it a natural extension of the player's movement.
· Refine the Enemy: Perfect the Saboteur's AI, its animations, and the explosion's visual effects to make it a clear and fair threat.
· Build the First Level: Bring the defined design to life, constructing each section to organically integrate the use of the hook and the presence of enemies, teaching players to master this new ecosystem of challenges.
Long Term:
· More Tools and Enemies: Continue expanding the mobility arsenal and bestiary, always under the premise of interacting with the momentum system.
· Definitive Art and Setting: Begin replacing placeholder art with a unique and cohesive visual style for the game.
· Complete Worlds: Consolidate these advances into sets of levels that function as complete acts of the experience.
Video of the new dinamics!
That's all for now. The project is moving full speed ahead, and each week brings us closer to the frantic, fluid experience we envisioned. The next devlog should bring news about the polished hook, more enemy types, and the first level nearing completion.
Files
Get Delirium protocol <name of the game>
Delirium protocol <name of the game>
| Status | In development |
| Author | DRP555 |
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