Interaction / Puzzles
Interaction / Puzzles
Level interactions marks the 3rd official devlog for MotoMadness along with the release of the 7th build. This week the focus was on implementing some more puzzle elements within the game and refining some existing ones. The additions this week are the skull (insta death) and the timer. The refinements come in the form of modifications to the collider on the bike and pickups, this change was due to the bike and pickup not appearing to have come in to contact yet the effect of the pickup was applied.
The Skull
The only effector that the player absolutely wants to avoid (i hope) was introduced this week: the skull!
The skull will remove all the players lives instantly and show the game over screen. Currently the skull is the only planned object within the game that will kill the player instantly. Apart from the obvious fact that it is a skull, it can be identified by the way it rotates differently from all the non lethal pickups in the game.
The Timer
The second major addition this week as mentioned in the title, was the implementation of the timer. In keeping with the interaction / puzzle theme of this weeks devlog, the timer provides a crucial element to the puzzle aspect of the game. The timer offers the player a secondary goal to just achieving completion of the level, they can now aim to beat times and play through levels again in an attempt to better previous times!
Feature requests:
- Additional challenges. "Really need a sweet end-point and timer, so I have that challenge to beat" - IMPLEMENTED
MotoMadness
Motorbike puzzle game
More posts
- Documentation and User GuidOct 16, 2021
- Ui and PolishOct 10, 2021
- Presentation / GraphicsOct 03, 2021
- Level BlockingSep 19, 2021
- Player MovementSep 12, 2021
- Concept DevlogAug 30, 2021
Leave a comment
Log in with itch.io to leave a comment.