Art, bug fixes, level design and more


Devlog #3 08.09.21

Brief introduction

After two weeks of absence, I'm back to the project with a lot of ideas. I finally know which AD I'm going to create and how to solve some problematic bugs. Motivation is at its highest point. I hope I'll have time to do everything I had planned (a lot of things).


Development of the day

The list of additions is quite long, just to name a few: flying enemies work well now, there are areas in the whole level that are hidden from the player until he is close enough and the enemies' hit points are displayed. Many bugs have been solved as well, collisions have been improved, the player had the possibility to shoot continuously, which is not the case anymore.

There is still a lot of polishing to be done, some menus to be created and I would like to add one last important game mechanic but I won't say more about it for the moment.


 Art of the day

I finally decided on my final Art Direction. I preferred to go for something clean and easy to understand with a strict color code.

White represents the player, the collectables and the checkpoints.

Grey represents the scenery and the platforms

Red represents the dangers for the player.

Blue represents the UI.


The current game look is still rough, there will be many more feedbacks but I'm very happy with the rendering for now.

Questions of the day

The level design needed some major changes, so I split the level into zones to separate the combat moments, the collectables recovery and the progress saving (checkpoints). It was very interesting to do and the level design is even better.


Conclusion

It's nice to get back to work and I'm making good progress, if I keep up the momentum, the game can certainly be finished in time.

Your feedbacks are welcome!

Enjoy the game !

Get Metroid Engineer

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