A tip i would give to you is that floating mechanics on platformers shine the most when they are used to complete a difficult challenge or to solve a puzzle, like a maze of spikes where you can't touch the walls for example
Wow the game looks very good so far! I would really like to see it get done, but I am worried that the game will fall victim to something called scope creep. scope creep is when you just keep adding things and lose sight of the final product and are just swamped in things that detract from the final experience and the game becomes impossible to finish developing. just a word of advice keep things simple make the base game first just a bare bones version of the final product add only necessary features then once the game is fully playable from start to finish you can add other things polish EXT. I myself have started working on lots of project and have them fall victim to scope creep.
Another trap that a lot of devs fall into is to add mechanics that are only useful once, i have played so many indie games where they will introduce a bunch of interesting mechanics and do basically nothing with it
Keep it up! Progress is progress
A tip i would give to you is that floating mechanics on platformers shine the most when they are used to complete a difficult challenge or to solve a puzzle, like a maze of spikes where you can't touch the walls for example
Sweet yeah
all that water makes me thirsty
i think you could make the foreground more transparent in some areas when the player touches like in the Hollow Knight
have you played inmost? great game. love how this game is looking!!! The mushroom is so cute
Wow the game looks very good so far! I would really like to see it get done, but I am worried that the game will fall victim to something called scope creep. scope creep is when you just keep adding things and lose sight of the final product and are just swamped in things that detract from the final experience and the game becomes impossible to finish developing. just a word of advice keep things simple make the base game first just a bare bones version of the final product add only necessary features then once the game is fully playable from start to finish you can add other things polish EXT. I myself have started working on lots of project and have them fall victim to scope creep.
BTW check out GMTK's developing series it goes over this stuff in more detail.
Another trap that a lot of devs fall into is to add mechanics that are only useful once, i have played so many indie games where they will introduce a bunch of interesting mechanics and do basically nothing with it
Comment for the algorithm.