Greetings, it has been awhile since my last blog post and that is because life has thrown many things in my direction and unfortunately it wasn't new ideas for my final year project. Due to many circumstances I have lost a lot of motivation and time. SO, now that I am attempting to get back to my final year project things feel a little overwhelming, but I am going to do my best.
I am going to discuss some of the changes that I am going to be making to my final year project due to time constraints. I have not thought out everything yet, and there are still things I want to attempt but, there may be many differences from what I originally intended to do.
Starting with procedural generation. I originally intended to have a world with only procedurally generated levels, but I have decided to change that completely. I still want to include procedural generation so I have came up with an alternative solution. I plan to reduce the amount of levels in the game from 25 to 22. It's not a huge change, but it is a little bit less work for me. The world that is going to lose two levels is world 5 (the final world). Instead of having 5 levels like the other worlds, I have decided to have one level that is a procedurally generated endless runner. Throughout the endless runner the player will have to collect lucidity to gain access to the final boss.
Another change I am thinking of making is using voxels instead of drawing and manually animating the bosses. This will save me a lot of time as drawing and animating sprites can take a lot of time.Another way the assets will be reduced is for the level selection screens, I was going to draw a screen for each level selection screen, but with the time I have left and the other assignments I have to attend to, me actually completing all of those drawings is looking very unlikely by the day.
That is all the changes for now! I hope that I won't have to cutback any further. I will try to work as fast as I can.
Thanks for reading
Dbrn
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