Too much speed?
Is it possible?

Is it possible?

My Partner who was going to be the one doing all the programming work had to jump out just before the jam started, which leaves me with little to no experience in game programming, and little exercise in programming at all. Still decided to go through with it tho, trying my hands on a small sidescroller in which you get increasingly faster all the time. That should make it more difficult for the player in the long run right?
Got my placeholder art done.
I'm considering using it as final art if I run out of time.
Now onto adding movement.
Movement is working as intended :^ )

Speed now correctly increased if you hold down the button, and enables you to jump maybe a few km high. Have to balance that later, for now breakfast and then get the game over collision with spikes working
Basic Movement is under control, collision detection with level goal and obstacles is functioning, next tasks: switching to the next level when you reach the goal of the previous one adding checkpoints to restart at when you die increasing the difficulty with each checkpoint placed enemies and your ability to punch them out of the way (maybe just knock them back not killing them?) more fancy ninja mobility?wall jumps, double jumps, that sort of stuff
Gonna take a small break to find out on what I'm going to work next.
I guess I should change the placeholder graphic for my checkpoints rather soon, I can't unsee it.
Anyway, checkpoints are nearly finished, next to work on increasing the difficulty with each checkpoint you place
Got something nice to eat. Now, to implement enemies and a very basic behavior, as well as the possibility to delete them. after that a quick nap before my last big part of programming for now.
Cats will kill the player now if he comes to close, and also they stopped running into walls like idiots. They will, however, still run into every pit and every spike they see, or spin under the player uncontrollably. for now sleepy time, will fix my cats when I wake up. After that work on players weapon to hit the kitties with. Then I'll work on his Ninja moves.
Slept for a few hours, now its time to get back to finishing my main coding. Just need to fix an annoying bug with the enemy behaviour and the checkpoint spawns, after that its implementing fighting mechanics and enemy spawns. then its time to do the first batch of graphics update, balancing and level design to get a better feel on how the overall endproduct will be looking. Let's go
Enemies can finally be destroyed now to add spawns and increase their difficulty then im finally done with the main programming, and can take a break to get rid of my placeholder art
After 13h of work, I got the basic gameplay down Run down of things left to do: Add Health to enemies Add different Spawn positions for enemies (based on level) Add lots of screenshake improve enemy movement add various animations, and improve graphic overall add level start-up screens level design add a main menu, including a option to continue where you last left off add sounds and music
If I have time left I try to add some improved way for the character to move, like wall jumping or double jump or something, But for now its time to take a long break, and reflect on what I got done today. See you all tomorrow
Sleept an hour longer since I really needed it. But now I can start (freshly?) into day 2, finish my gameplay and move on to balancing, level design, and grapical improvements
Well, can you?
Just writing down whats next on my todo list:
Add more screenshake
Add EnemySpawner Position Array for each level, and link it to the enemyspawner, so it spawns enemies at the right locations and not on top of the player
Fix Enemy movement, so they'll be able to jump and don't fall into every pit, staying there
Add Transition-screens in between levels to allow the player to prepare for the next one
Add some more screenshake
Level-desing: move away from my 2 testlevels into the final levels of the game
play the death animation when players or enemies die
Add even more screenshake
flash stuff red when it takes damage
shake the screen when hitting enemies / getting hit / going to fast
rework my placeholder graphics
add a main menu to allow player to continue from their last auto-save point, or start over
Throw the screen out of the window
add music
add interface showing players life, total deaths, currently placed nr of checkpoints, cooldown until next one can be place
fix bugs
balance adjusting
these should be the last 10 points I need to finish before i can call it complete and move onto adding aditional stuff:
1.Death animations - just vanishing is quick, but doesn't look as cool now, does it?
2.Level Transition screens - It sucks if you spawn in the next level and an enemy runs into you before you have time to react, thus a small scren to prepare you for each level
3.Title Screen - has the same function as point 2.
4.Autosave and Load - I really wanted to do something like this this time
5.Interface - would be helpfull if you could see your own life
6.Improve Graphics - obvious, since its all placeholders atm
7.Design Levels - not much fun to just have 2 test levels to run around in
8.Improve Enemy Movement - They still don't jump over holes and spikes, ill figure it out tho
9.Music + Sounds - Yeah, that's not gonna be fun
10.Bug Fixing - got a few pretty annoying (critical?) bugs that I definitly should fix before release
Finished the save/load option as well as a victory screen and a main menu next up, implement the ui to show the player his life his checkpoint cooldown and how often he died after that I really need to fix the annoying bugs with the enemies not moving like they should then graphics, level design, music and bugfixing
Interface, here I come!
After that, I'll upgrade the graphics to get my mind of all the cats occasionally crashing the game Really need to fix that, don't know how tho.
changed my enemies from moving to flying cats, and suddenly fixed ~7 bugs that didn't even had to do anything with them. I don't even know what's going on anymore, send help.