Since my last post, I was able to iron out just about everything needed to get the game up and running at it's core. I am still trying to figure out a way to handle the player exploring the said "dungeon/puzzles". With the small demo I released to just a few close friends, they reported the bugs I had already been working to deal with, and a few pointed out ones I had overlooked. For the time being the biggest ones to tackle are:
- Redesign the HUD
- Work on a menu system
- Merge all puzzle rooms of the same dungeon into one room
- But hide the undiscovered rooms until discovered/explored
- Create a minimap
- Squash a few bugs that were pointed out from the demo:
- Multiple directional key presses can cause
obj_player
andobj_boulder
to have strange collision activity/issues. - While using 'R' for restarting an unsolved puzzle room, if your player is on a boulder spawn tile, he will become stuck.
- Multiple directional key presses can cause
At the moment, when a puzzle is completed, I have been using the instance_deactivate_object();
function to remove all instances of obj_boulder
and obj_pressure_plate
from any rooms marked as solve. This is to prevent the player from accidentally boxing himself into a room while pushing a boulder. Ideally, I want to keep their instances in the room but just no longer movable, since it seems odd to just have them disappear. It'll suffice for now though.
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