Progress Log 9 - Wading Forward


Team Summary

Another week in production mode. As we work towards our goal of finishing stage 2, we've come across several small matters that we dealt with along the way. The journey is never going to be perfectly smooth, but our progress is steadily moving forward one step at a time. P.S. The team has decided on better terminology referring to the levels and screens and will be replaced with stages and levels going forward. A stage refers to a unique environment and consists of multiple smaller levels.

Individual Outlines

Hahnul

Completed

  • Acid spray animation appended to the sliding animations for Buck.
  • Created levels 01, 04 and 09 for stage 2.

Buck leaning forward while sliding.

Buck idle while sliding.

Buck leaning back while sliding.

A level with bullet jump precision in mind.

A single screen level featuring a mix of enemies, hazards and falling platforms.

The first level in the stage showing the thematic transition between the two stages.

The experimental vertical level employing the use of falling platforms to mitigate the fall speed.

In Progress

  • Level designs.

Assigned Tasks

  • Continue making more levels for stage 2.
  • Create a storyboard for the trailer video.
  • Create a carrot icon for an in-game collectible.

Notes

I created an experimental level to test the falling platforms as a core mechanic in a downward moving vertical level. This was to mitigate the fall speed and lack of foresight the player would have when falling that quickly. In its success, I plan to modify the stage storyboard to fit the level into the levels for stage 2.

Nich

Completed

  • Created tiles to patch issue areas when placing tiles in specific configurations.
  • Iterative design on background elements such as corrugated sheet metal.

Patch tiles for specific uncommon use-cases.

In Progress

  • Background decorative elements.
  • Midground assets.

Corrugated metal sheets.

Corrugated metal sheets within the context of the background tileset.

Assigned Tasks

  • Continuation of the background decorative elements.
  • Continuation of the midground assets.
  • Look into an animated asset of a wall grate with flowing acid.

Raymond

Completed

  • Fixed a bug where the level skip confirmation box would persist if exited with the escape key.
  • Updated Buck's sliding animation to use the new assets with the appended acid spray.
  • Fixed an issue where bullet jump momentum was being retained after executing a downward aerial attack on an enemy (pogo).
  • Fixed the bug that caused Buck to attack twice with only one attack input.
  • Added offsets to various attack animations to improve animation aesthetic flow.

Assigned Tasks

  • Add an endlessly scrolling level to the main menu for visual interest.
  • Fix an animation issue where the sliding animation persists when landing on the ground after sliding.
  • Change all instances of the word "Levels" to "Stages" to fit the new word choice.
  • Implement a stage select feature for the main menu from which players can select which stage they would like to play (currently only stage 1 and 2)
  • Implement a greyed-out version of the ammo collectible to signify that they have been collected and that they will respawn.
  • Refine the collectible score such that the player only retains the score if they successfully complete the respective level after obtaining the collectible.

Sean

Completed

  • Created level 14 and 16 for stage 2.

The level which introduces the sliding pipes to the player.

A sliding pipe level featuring two possible routes.

In Progress

  • Acid pool animation

Assigned Tasks

  • Finish the acid pool animation.
  • Continue with level designs for stage 2.
  • Look into preparations for a press kit for Bullet Bunny.

Notes

Having a single animated tile for the acid pool would look repetitive when tiled throughout the levels. As such, the team and I have decided to expand the acid pool animation to 5 tiles wide to reduce the repetition of tiles right next to each other.

Get Bullet Bunny

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