[MAJOR UPDATE] v9.9 - WALL JUMP REBALANCE, NEW GOAL TYPE, GOAL SYSTEM REWRITE (AGAIN)


Welcome one and all,
Been quite busy working till about 2am every day since the last update, we've got less updates this time round
BUT
These updates are pretty major as we shall see:
NEW GOAL TYPE - RACE
So just after I'd initially started Montcalm I toyed with the idea of having the 2 minute timer format for levels like in the THPS games, so I ended up fully implementing a timer but opted to shelf it since I prefered keeping the open ended gameplay that we currently have.
This came in handy when I was implementing this new goal type, which I'm going to expand even more with more subtypes such as checkpoint races and potentially even racing NPC's (although I'm holding off on adding NPC's for a long time)
You can test this goal out by heading to the newly opened power plant in Montcalm!
WALLJUMP REBALANCE
So up until this point the wall jump has been pretty overpowered since 4 jumps on a small building would comfortably get you to the top.
I've decided to make it so that you get 2 walljumps per object, which resets upon landing. To make this a little more forgiving, you now get a weaker bonus jump which doesn't take away from your max amount of walljumps! So in total that's 4 jumps + 2 smaller jumps that you can do at once. The max amount of jumps may increase in the future but as it stands I'm very happy with the movement systems of the game now.
I'm planning to add climbing (ladders, pipes, etc) as a final feature to make things more interesting, but this might lead me to nerfing wall jumps even more. Once climbing is added I think the movement systems will be fully complete.
GOAL SYSTEM REWRITE
So up until this point I'd have to go into the main save game blueprint and manually add each level and each goal into their respective structs.
This was extremely tedious and a single mishap could cause me to start over from scratch.
Now, each goal is stored on a data table which I can edit extremely easily and the best part about this rewrite is that I can add and remove goals without having to reset progress! This also means I can add levels without causing any issues either, which further adds to the scalability of my systems. This might lead to custom levels being added potentially or at the very least, DLC levels (THAT I WILL NEVER CHARGE FOR UNLESS THEY'RE PART OF A WHOLE ASS CAMPAIGN :3)
I've disabled access to The Farm, New Orleans and Warehouse since I've yet to reimplement their goals but also they're pending a complete redesign so they'll be addded again once appropriate.
CONCLUSION
Super excited to be adding more things to the game! As for future goals:
- New hub level: Valentine Commons
- New level: The Tower
- Old level rework
- More goal types
- 10 goals minimum per level, potentially 20 for hub levels
- Climbing (ladders, pipes,etc.)
As always, any feedback is welcome!
THWEK
Files
Get AGILITY CONTROL [pre-alpha v9.9]
AGILITY CONTROL [pre-alpha v9.9]
Make your mark in this high speed, high altitude Y2K platformer!
Status | In development |
Author | EVIL THWEK |
Genre | Platformer, Puzzle |
Tags | 3D, Arcade, Retro, Singleplayer |
Languages | English |
More posts
- [MAJOR UPDATE] v9.8 - PROGRESSION REWORK, SLIDE PHYSICS AND MORE25 days ago
- [IMPORTANT UPDATE] V9.6.2 - DEVELOPMENT PAUSE, TUTORIAL, BETTER MANTLINGFeb 25, 2024
- [MAJOR UPDATE] V9.6.1 - GOALS REWORKED, LAG OFF, HIGH PROFILE MOVEMENTOct 23, 2023
- [MAJOR UPDATE] V9.5 - UI + MOVEMENT REWORKOct 10, 2023
- [MAJOR UPDATE] V9.4 [NEW LEVEL - WAREHOUSE]Oct 10, 2023
- [MAJOR UPDATE] V9.3!!! NEW HUD, LEVEL REWORKSJul 21, 2023
- Converting Blueprint into C++ code (and why you shouldn't neglect either)May 21, 2023
- First official preview release of AGILITY CONTROL!May 16, 2023
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