Dev Log 5: 2021-10-13


We’re going to try implementing grabbing mechanics, so players can let go of their corner of the platform for a bit, to push a button or do work necessary for solving a puzzle, making the burden of balancing the ball up to the rest of the players, who now have to push harder in some corners to make for the absence of one player.

We’re also trying out making our game require two players, but optionally up to four.

We’re going to try using Unity’s new input manager system too.

We’re going to experiment with having our ball droppable and grabbable. And players have to pick it up and put it on the platform again before completing the level. Instead of having a failure condition on dropping the ball once. The ball might have an hp of three drops.

And speaking of puzzles, we’re going to try adding pits and narrow walkways. Ramps and stairs so players have to have different arm positions to keep the platform even while going up or down.

Cracked floors, that might break by dropping the ball.

Rivers or ponds, where players have to float the platform on top of it, pick it up on the other side.

Magnets attracting our ball, fans blowing our ball of.

There’s more detailed specification of what we aim to do in our game in our design document attached.

You'll also find the build reflecting our changes attached below.

Files

Balance is Key Design Doc.pdf 9.4 MB
Oct 13, 2021
October 13 (2nd build 8PM EST).zip 22 MB
Oct 14, 2021

Get Balance is Key

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