Day 4 - Chain Points
Okay, so here is a proof of concept of the Chain Point System I mentioned on the last Devlog!
As you can see, as soon as the player gets close to one of those hanging pipe thingies, the next one is automatically selected, which improves the parkour flow soooo much!
I frankensteined the whole thing together because I was short on time (trust me, you don't wanna see the code for this things) so I couldn't go super fast on the chain points without breaking the game lol. But the goal will be that you can chain points together with much less cooldown than what we see in this video (likely the plan for tomorrow!).
I was thinking of adding rewards for keeping good timing on these chains but... that doesn't really feel like it belongs to this game. It's about the heists after all, not the parkour. What do you guys think?
See you tomorrow!
Phill
Scraptail
Status | In development |
Author | Lucerna Frameworks |
Genre | Adventure, Action, Platformer |
More posts
- Day 34 to 52 - The little thingsAug 28, 2023
- Day 31 to 33 - 3D Platforming is HardJul 27, 2023
- Day 28 to 30 - Tutorial Blockout Going Nicely!Jul 24, 2023
- Day 27 - Improved PickpocketingJul 21, 2023
- Day 23 to 26 - Hard at work for the TutorialJul 20, 2023
- Day 22 - Updating the TutorialJun 30, 2023
- Days 15 to 21 - I am so happy with this combat!Jun 26, 2023
- Day 14 - Not Much Today!May 24, 2023
- Day 13 - *Easily* Saving Data Between LevelsMay 22, 2023
- Day 12 - Improving the Save SystemMay 16, 2023
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