Week 6


Week 6:

I started the week working on new camera logic and delving into the cinemachine options in unity. I got a virtual 2d camera working with some slight follow and vertical lead, so that when the player launches upwards quickly they will be able to spot their grapple point much sooner.

I then worked on implementing a parallax effect for the background instead of using my placeholder background, and quickly made a 4 layer background. I scripted the parallax, and got that working, although there is some minor stuttering and the background art looks kind of awful. I will revisit this hopefully later in the week, and intend to clean up some of the background art regardless.

I’m starting to feel like I am sinking too much time into the art side of this game, when my initial goal was to make it more of a game feel and level design oriented project. After fixing the background parallax and creating a thorn sprite, I intend to course correct and back to level and challenge design. 

Cleaned up the parallax a bit today, fixed some of the art assets and increased the Y-dampening so that it is not bouncing as much when the player jumps. Still exploring the options for a 2nd vertical parallax since the game is predominantly about verticality, but I am struggling to conceptualize what that would look like. Likely will shelve this until polish phases for now.

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