Bumps on the Road To Beta


Reworking some code around and shifting some of the assets to be more fluid across levels, I seem to have broken some references between scripts, so I will be working on that today as well getting the main menu tweaked and tinkered with. I have a rough idea of the layout (though it is subject to major changes as I tinker with it further to get it how I want it) and will be presenting a few pics to show it off over the coming days as well.

Regarding level design:

I am debating on how I want to approach level design, though I am considering a grid-based random generation of the scenery to increase the game's replay value (I personally prefer when a game has good replay value when the game is a simpler design, EX: Binding of Isaac, can play that game for HOURS!)

Regarding crowds and NPC spawning:

I am working out the best way to implement NPC groupings into the levels so that it feels right (to large a crowd and it might feel to chaotic a munch-fest, to few and it could be very sparse and boring). To that effect I may be working out a simple, moving crowd node control system that keeps groupings of NPCs on the move while also keeping them from branching out TO much.

Menu Options:

Figuring out how to approach working out the menus as well. While starting the game up will take you to a separate scene designed just for the main menu, I may tinker with holographic effect of the UI to make accessing menus a bit more inviting (you can still use the menus while also being able to see through them for example). Perhaps the snake will be some weird cyborg and the menus are diegetic instead of just plastered on the screen (so boring!).


Anyway, that is all for this devlog update!

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