8/8/2020 Back on track with some problems


Hello!!!  I am back with the almost full map of the first section.  

This seems bigger than it probably is. One of the reasons why it isn't fully done is because I focused on the critical pathways rather than the side paths.  This means that if you know where you are going you can get the entire area out of the way in probably 30 minutes.  Though I plan on having most of these critical path be hidden away to a lesser degree.  Such as the first critical point is behind the player when they drop down but the optional path is right in front of them.

I have also decided that over half the upgrades that I wanted to make required are now going to be optional but also open up the world and make the bosses much easier if you get them.  The first example of this is with the strafe jump skill which makes the next boss (the charger boss) much easier to defeat.  This pattern will follow through most of the areas with 2 skills being required and the third one being optional.  There is also the final upgrade of the area which allows you to go to the next area. 

Finally, now that I have the general area done I will start to fill it out room by room with puzzles, combat encounters and so on.  I'll then see what kinds of puzzles are good and which ones are bad and I'll make a testing room which will be in the next build that I will be sending out.  I really need feedback on the levels and which ones I should keep.  So, the next build will also include a link to a google forms that allow people to rank certain levels and give feedback for each section.  

This is it for the devlog today but I will be doing a video soon after this is released on what I learned and the problems I faced.

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