Developer log 4: week two of production


This week we continued working on our game, below a listing of all the things we added and problems we encountered.

New features

  • Score drop

  • An important element to get a high score is of course the score drop. If you are near it the player will absorb the score drop. Every score drop you pick up adds 10 score to your total score. Below you see an example of how it works.


  • Health drop

  • To recover from all the hits you took from the enemies you can pickup the health drop to regenerate health. The drop hoovers up and down and when you come near it spins around to get your attention.


  • Firefly enemy

  • The firefly enemy's basic movement behaviour is added. It moves left and right and avoids the environment by moving up and down.


  • Kick of the player

  • When you are in a short range of an enemy you can use your kick ability to hit the enemy. Currently there are no animations so it is not very clear that you kicked an enemy, but the health does decrease.

  • Powerups

    • Fire
    • When you pick up the fire powerup Your attacks will deal more damage. This is done with a custom function so that the first few you pickup add more damage, but the effect of every one you pick up decreases so you wont become overpowered. This is for every powerup the same

    • Swift
    • When you pick up the swift power up your movement speed gets improved. You run and dash faster.

    • Health
    • When you pick up the health powerup your max health gets increased but no actual health gets added.


New art

  • Enemy assets

  • The enemies are made, no animations or textures yet.


  • Environment assets

  • Some assets to create a nice environments


  • Player animation

  • The player has a fancy walking animation as of now.


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