Devlog: Day 3
Day three was much of the same; putting in about 6 hours into development. Today I worked on primarily a state machine for handling game states, which you can see a sample of here:
The various menu screens are just placeholders for now (hopefully); I plan to spend a good portion of one day in the jam juicing up all of the menus, but that will definitely be something that is dropped out of the plan if I get crushed for time.
Overview of work for the day
Planned tasks
- Implement a state machine to handle menus and initiating a game (done)
Unplanned tasks
- Refined several gameplay UI components
- Added a lives counter
- Created a better UI widget for displaying which spell is selected
- Added menu screens
- Title screen (showing high score)
- How to play screen
- Credits screen
- Game-over/report card screen
- Refinement in the code to clean up some stuff
- Created a dedicated code tab for drawing menus
- Refined play state management a bit
- General clean-up of code an reduction in redundant code
The "game over" screen will have stats for the player. In general, here are all of the menu screens (most in mock-up phase)
Title screen
How to play screen
Credits screen
Game over screen
Pico-8 resource consumption
I love working within the constraints of Pico-8. Some people see working with constraints adds unneeded difficulty to a project, but for me I find that it keeps me much more focused. That being said, I'm hoping to not run into the token limit in Pico-8 on this project. As much as I like doing optimization stuff, I really want to get to the point that I have plenty of room to just spend the last few days of the jam doing en mas content creation. As it stands now, I'm utilizing around 45% of the memory tokens. I'm not nervous... yet.
Plan for tomorrow
Tomorrow I want to continue working on game mechanics outside of play to further get the state system working relibably and comprehensively. I want to really clean those systems up and make them solid so that I can spend the 2nd half of the jam focusing on game content and playable.
Tomorrow's list
- work on player lives handler
- iterate on the player stats system
- level win
- level loss
- palette shifter for color changes between levels
Misc. note
I've been a hobbist music lover and musician most of my life, and my tastes in music are fairly diverse ranging from classical to folk to metal. But for development, I really need to have instrumental music and needs to be fairly chill. When I put such music on, I lose track of hours as I get 'into the zone'. For me there is a stand-out musician that works for me, General Fuzz:
Get Anisotherm
Anisotherm
A fast-paced defense action for Level Up Circle Jam
More posts
- Devlog: Day 7May 15, 2021
- Devlog: Day 6May 14, 2021
- Devlog: Day 5May 13, 2021
- Devlog: Day 4May 12, 2021
- Devlog: Day 2May 10, 2021
- Devlog: Day 1May 09, 2021
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