Interaction (Week 10)


This is the third official devlog of my game Flappy Freak and it consists of changes of made to the game from 1st May to 7th May with a heavy emphasis on player interaction with the level design, especially with the pipes, the ground and the end of the level. i havent been able to do as much as i wanted this week with me just being mentally drained so i have been away from my school work for a lot of the time. 

For this week, i finally decided to add some background sound/music so that it dosent feel ominous when playing through the game. The song for the background is named the 'Eggnd' from a fan game called One Night At Flumpty's 3 which is a Five Nights At Freddy's Fan game and the song is the end credits music. I felt that the music had the silliness to fit the game's gameplay and livens up the game.

"The Eggnd" The Music Video

I also added some code that allows the game to reset whenever the player dies in the game which can be achieved by getting in contact with either the pipes or the ground. Basically what i did was add if statements to the movement script that would restart the scene whenever the conditions of the if statement were satisfied which were if the player made contact with the pipes or the ground tile objects.




For the feedback that i received during our weekly tutorial session, the general comments that were made were that the player was more on the right side of the screen instead of being in the middle which would disadvantage the player as they would have less reaction time while playing, the jump force of the player was a bit weak which would make the jump mechanic to be a button masher when trying to traverse the level, the lacking of sound effects of the player like death sounds, and the inclusion of a score system which would increase by passing through each set of pipes throughout the level. I was able to adjust the project to satisfy some of the feedback received from other classmates as i plan to now add a score system and sound effects later in development. For the camera issue, I repositioned  the cinemachine camera to have the player be in the middle of the screen instead of to the right of the camera and for the jump problem, I increased the jump force value until i felt that it was good enough for the game.

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