It took a few hours and I had to rewrite the code for doors, but I've got keys and locks working. A major part of any metroidvania is exploring new areas and finding some kind of impassable barrier - a wide pit, a wall of metal blocks, a force field, etc. It's only later when you find some new ability or item - double jump, rocket launcher, field disabler, etc - that you can go past the barrier to a new region. You can abstract this idea of obstacles and items as "locks" and matching "keys". In one game the "red locks" and "red key" might represent actual locked doors and a key, in another game they might be security cameras and a disguise, and in another game they might be tall walls and the ability to climb walls.
You can see the locks and keys in my latest update. The icons are ugly and hard to distinguish, but it's just for example and will be redone many times before the project is over. Consider this the "alpha version" artwork.
I have just seen the video I like that.
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