I've created a save and load system with a very vanilla start menu.
This saves the gameState of the trees, although for some reason the inventory keeps resetting when I continue... BUT! Trees are saved and even reload the same after you close the exe and come back. Which is great considering the trees are temporary surfaces/sprites. So closing the game means they no longer exist. So I have to save their variables, and then redraw the trees when the game is reloaded.
MARCH 21st 2024
This is something the original game engine never had. The trees would disappear when you came back to the level.
I'm considering adding "aging" to the trees, so they can grow and get bigger in scale if watered or when you return to a level, they could increase in size as if time passed while you were gone.
Long are gone of the old black trees, and hello Day & Night cycle with tone changes based on Dawn, Dusk, Day or Night
CHECKLIST
Core Gameplay Mechanics
- ☑️ Player Movement System (running, jumping, wall sliding, etc.)
- ☑️Basic Combat System (using the Sword)
- ☑️Inventory System (for switching between items and equipment)
- ☑️Procedural Tree and Apple System (for health regeneration)
- ☑️Day and Night Cycle (affects environment and secrets)
- ☑️Colour Changes in Background and Trees (based on time of day)
- ❎Implement Sub-Item System (for using items like Coins with up + attack)
- ❎Cup Mechanics
- ❎Staff/Spell Mechanics
Core Game Objects or Rooms
- ☑️Player Character (Atom)
- ☑️Enemies (basic types implemented, potential for more variety)
- ❎NPC Integration (for quests, lore, and gameplay guidance)
- ❎Hub or Safe Area (central area for the player to manage resources and plan exploration)
Environmental and Level Design
- ☑️Basic Level Design (platforms, obstacles, initial realm layouts)
- ❎Advanced Level Design (incorporating day/night mechanics into level puzzles and enemy behavior)
- ❎Secret Areas and Reverse Card Mechanic (hidden areas and changes that only appear at certain times)
Economy and Resource Management
- ❎Atoms as Experience Points (for leveling up skills and abilities)
- ❎Coins as Tradable Currency (for buying items, upgrading equipment)
Testing and Balancing
- ❎Initial Playtesting (for basic mechanics and first level designs)
- ❎Difficulty Balancing (ensuring a fair but challenging progression)
- ❎Economy Balancing (making sure the resource management is engaging and rewarding)
Art, Music, and Narrative
- ☑️Basic Art Assets (player, enemies, environment)
- ❎Advanced Art Assets (more detailed and varied designs for later levels, NPCs, etc.)
- ☑️Music and Sound Effects
- ❎Story Development (integrating the narrative more deeply with the gameplay)
Trees (3/4 DONE)
Grass (not started)
Earth (not started)
Water (1/4 DONE)
Fire (empty)
Sun (1/4 DONE)
Stars (not started)
Moon (1/4 DONE)
Clouds (not started)
Air (not started)
Rain (not started)
MARCH 25th 2024
Water (2/4 DONE)
Clouds (2/4 DONE)
That's it for now, I have a lot more updates to make but I'll reserve those for another post. I've already begun to remove the placeholder art and replace it with my existing sprites/editing them to be better looking.
This game is looking pretty neat so far. The water particles look really good and just the animations overall are looking very smooth.
Thanks! Stay tuned for more updates.