Second Enemy Design and Animation
I worked on designing the second enemy character, drawing inspiration from references I found on Pinterest.
After finalizing the design, I created animations for the second enemy, including idle, attack, and movement animations.
The enemy system used for the first enemy was successfully adapted and implemented for the second enemy.
Level Transition Improvements
The transitions between levels were made smoother to enhance gameplay continuity and player experience.
Notes Count Bar System
Each level now has a different number of notes required to fill the notes count bar and progress to the next level.
The bar dynamically updates based on the notes collected in the current level.
Environment Redesign for Final Level
I redrew the final level's environment with a higher resolution to ensure better visual quality. Previously, I didn’t realize the impact of resolution on game quality, but now the visuals look much more polished and detailed.
Things Yet to Be Added
Enhanced Enemy System
Implement varying attack damage for the second enemy to differentiate it from the first.
Player Feedback Animation
Add an animation for the player to move backward slightly when hit by an enemy or taking damage.
Sound and Background Music
Introduce sound effects for player actions, enemy attacks, item collection, and environment interactions.
Add background music for each level to create a more immersive atmosphere.
Level Progression Conditions
Set specific conditions (like collecting all notes) to trigger the collider for transitioning to the next level.
Power-Up Animations
Design and implement animations for power-ups that players can collect during gameplay.
Boss Level Development
Finalize the boss character’s attack assets and create a comprehensive enemy system for the final battle.
UI Pages
Develop and implement UI pages for starting the game and displaying the ending.
What’s Next?
The focus for the upcoming week will be:
Enhancing interactivity by adding sound effects and background music.
Completing the boss enemy system and its animations.
Working on UI design for a cohesive and user-friendly interface.
Refining player animations for improved feedback during combat and interactions.
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