Sudokil Devlog #3 – It’s starting to come together!

Over the past month and a half, I’ve been working hard on getting some new features into the game and getting a new version of the demo out. One of the first things I worked on was adding a level loader so that you don’t have to start from the first level every time you close and open the game. Plus it is really helpful for testing since I can easily make playgrounds and add them to the game. In terms of gameplay features I added a new networking system, and started the works of a current system so that you can have things like pressure plates releasing a current that can open and close doors or fire bullets from a turret.

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While the programmer art is still in, I’ve been working on getting the game looking a little bit better. The first thing I did was to update the UI a bit so that it is a more polished and consistent style. Next I added lighting into the game! It was a lot easier than expected since I just had to implement box 2d and use the library box2d lights. The only thing I had to add that was a little difficult was giving each entity a box2d body that the game updates as entities move.

As for content, I polished the first two levels and completely redesigned the second one. After that I added level 3, 4 and a few playground levels for testing. With the new level loader you can try any of these out.

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On some non visible features that I’ve worked on to help develop the game better, I’ve been working a lot on how my level construction works. Previously I was constructing my entities by hand in json, which was great because I could make entities really flexible with my entity component system, but got tedious when it came to making levels with many entities. Now, I’ve added a parser to read object properties from the tiled editor so that I can construct the entity components from inside the map editor! It has been a massive help, and I’ve now updated all the previous levels to use this new system.

I have a few focuses for the next release that I would love to get done. I am planning to start putting out new releases at the end of each month.

  • get some better art into the game
  • add a new puzzle and level (probably to do with circuits)
  • polish the older levels and split up level 1 so it isn’t so long
  • polish up level 4
  • bug fixes

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