Devblog part #21 – Some new game features.

As I mentioned in my previous post, while keeping the game mostly a platformer I decided to add some adventure-like features to the game.

Basic Inventory

A pretty common feature for an adventure game.
Inventory is used to keep items you pickup along the way, so they can later be used elsewhere and help you advance in the game.

While in all traditional adventure game the inventory does not have a maximum item limit, I decided to simplify and limit it to 1 item at a time, picking up a new item will drop the previous one.
This will keep the game and interactions more flowing and will not require any additional button/keys pressed to pickup, select or use an item.

So, there are a few types of items I am planning on but the list is not done yet, for now here is one of the items, that is more of a tool, a torch, pick it up to light up dark places (see video at the bottom).

Object and scene manipulation

Another addition to game is push-able crates and floor weight-triggers.
The floor triggers are used to open up gates for now, but they can be assigned to do other things.
The crate in this instance is used to active the floor trigger to keep the gate opened.

Level Design – Progress
World 1

Level 1 – 6 scenes done – completed
Level 2 – 3 scenes done – in progress
Level 3 – 5 scenes done – in progress
Level 4 – 0 scenes done – not start yet

Once I’ll get all 4 levels done I will upload a new version to the site, stay tuned.

Devblog part #20 – Whole Lotta Code

The new version of Bad Pad has taken a little twist in the level design department, I’ve decided to connect a bunch of layouts together to make one bigger level, while still keeping each layout small/mid size.
Each level will have 6-8 scenes, each world will have 3-4 levels and there will eventually be 4 worlds, but for now I am focusing on world #1.
I’ve got most of level 1 and about a third of level 2 done, 12 scenes in total, but not all completed.
I also made some changes added a few new things to the game,

1. Lights now comes in different colors.

2. Fans behavior changes, I played more with the gravity to give it a more bouncy effect.

3. New shadow system, applied on some platforms and obstacles.

4. New fish enemy, it swims straight till it hits a wall than it flips, if the player is closer than 200 pixels the fish will swim in his direction.

And here is a little playthrough of level 1, once I’ll finish designing and building levels 1-2 I will upload a new build to the site.

Devblog part #19 – It’s been a long time since I blogged and coded …and a new game for all

It has been a long time, too long probably, here’s what you missed,

Lets start with a new game I made recently and it’s available for free on google play store and online as of today, it’s another causal one touch game, check it out!
Blaster Boy – play for FREE

Now back to Bad Pad, About 2 months ago one of my main HD failed completely, unfortunately most of my personal projects were on it and some were not backed up at any point at all, that includes Bad Pad.

I just recently started freeing some time to get back to work on my personal projects, one of them is “Blaster Boy”, which I posted above and I also started working on Bad Pad again from scratch, I got pretty far and there are also some new stuff, but still, I am not at the point I was before, so I am not going to upload a new version for now.

So, enjoy the new game and stay tuned for more updates on Bad Pad soon!