PenguinClimber
4/7/21
discussed game idea. The game itself is designed to be a basic platformer where you can reach new heights by utilising the wrapped map.
For a challenge, Ferrz decided to make the game feel as if it could belong on a gameboy, both in terms of what was on screen, and the textures.
Pixel perfect movement was also finished on this day
5/7/21
The game's resolution at this stage was at the size of a gamebody's screen, after a long time of not being able to get it to work.
Turns out the collision system was faulty, so switched from using oncollisionenter to box checking with a bool
The discussion of an enemy that can push the player was created
6/7/21
previous game name "Making a molehill out of a mountain" was thrown away, as the sprite begun to look like a penguin, and decided to explore it fully
Flying character was suggested here
7/7/21
flying character sprite was made.
Begun to explore how the tilemapping in unity is used
8/7/21
Exploration of how to make an enemy move smaller but pixel perfect was explored
The idea to make it feel like a Donkey Kong game was introduced (limiting the player's movement when jumping)
All maps were designed
Opinions were given over what sprites looked better.
Level 1 was built and tested.
Jump mechanic became a generic platformer, control the height style, instead of donkey-kong inspired
9/7/21
Level 2 was created
Level 4 was created, however it turned out to be far more complex, so it became 4 instead of level 3
Level 3 was created
"Penguin Climber" was decided as a name
10/7/21
both sounds were created from BFXR
The original concept of, if the player falls, they fall back onto the before level was finally implemented
Level 5 was made
All menus and ending design was made
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