Week 3 - A Quiet Week Part 2?


Daring Diamond Defence

Week 3 of Development

Having fallen behind schedule during week 2 of development, this week we tried to play catch-up as much as possible... Changes to the project come in the form of new weapons, a menu screen, level development and more.

Our progress so far

1. Menu & UI

This week saw the addition of a main menu! More menus UI elements will be coming in the following weeks, wit this being the very start. For the moment, the menu is quite basic, and is presented in the style of a painting hanging on the wall of the museum - although we have plans to change the background to show an actual level in-game.


2. Level Design

Some progress was made with our level design, with the first level coming closer to completion having added enemy spawning, paths and decorations! Our second level design has not seen many changes as of yet, but more will come.


We are especially proud of the high art on display, as can be seen above...

3. Functionality

The major addition to the game functionality this week is with the addition of weapons. Until now, there was only a simple "shoot" mechanic which allowed the player to kill enemies if they were pointed at it - but this was mostly intended as a debugging feature. Now we have 2 Weapons and weapon switching plus attack animations for both of the weapons:

  • The Mop - The basic default weapon which the player can always fall back on when low on ammunition. Works in a short range.
  • The Water Bucket - Creates a puddle of water which knocks out any enemies who walk over it, very good for area control, remains for 20 seconds.

Note that in the gif above, the colours have been reduced so the puddle appears grey when it's really blue.

Puddles of water also have a nice little drying up animation before disappearing.

Additional weapons as well as updated functionality will be coming soon!

Other than weapons, a new enemy type has been created, the Fast Robber. This guy is still pretty weak, but moves at a much faster pace than the rest - so you'd better watch out that he doesn't sneak behind you and make off with the diamond. As of yet, enemies are still just boring, plain-coloured pill creatures, but you'll be excited to hear that enemy models are in the works right now!

What Next?

By this time next week, we aim to have implemented:

  • Level Design
    • Refinements to Level 1
    • A nearly-completed Level 2
  • Player
    • One more weapon (ideally two more!)
  • Enemy
    • One more enemy type
  • Models
    • One enemy model
  • UI
    • A level progress bar
    • Ammunition counter for weapons

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