Gravity Box Update #02: Happy Halloween
Happy Halloween everyone. It’s been two weeks since my last update and I’ve had a bit of time to work on Gravity Box. After my last update, I thought to myself: What intrinsic thing is missing from the game, something that would improve the overall experience with one simple feature. Then I thought of the one thing that would add so much to the games experience:
You may have seen these red objects appear in some screenshots from Gravity Box. These are the games enemy. These are the spikes/goombas/balls of flaming death that populate some of the levels and their only purpose is to kill you. There are a couple of different types of enemy: ones that move and one’s that don’t. The one’s pictured below are static enemies and you have to carefully manoeuvre around a particular corner in order to avoid them. In the early prototype, the level would simply reset if you touched these red death traps. I felt it was important to offer feedback to the player as to why this happens when you touch them and the answer was simple: They explode.
So one of the first things I did when I had time was to make these little red buggers explode when you touch them and in turn, the box explodes and restarts the level. It was a simple thing to implement, but it made so much difference to the game. I also added a nice sound effect to really make it pop.
The Game now shows Gravity Direction
As I said in my previous update, I wanted a way in which to give the player feedback on which way the gravity was currently flowing. I thought about having smaller objects in the background also reacting to gravity and have them loop if they fly off the edge of the level. This ended up being too much to implement and I’m not too sure how to code something like that, so instead I added a background texture which scrolls in the direction the gravity is pulling towards. It seems effective and works for now and was inspired by the types of background textures that appear in VVVVVV. I’ll see what feedback is like for this feature when I get people to test it next.
Added More Levels
The game now has around 25 levels. I said I had 20 in my original post, but I removed some of the levels as well as adding new ones in. Some levels I removed because I felt that they were boring and weren’t adding any thing to the game and I removed others due to altering the mechanics of certain objects slightly, which meant some of the levels no longer worked. My aim is to be able to say that the game has over 100 levels (I’m just thinking ahead for my key features section of the game description) and I think this will be achievable. I have a lot of level designs still on paper and some additional mechanics which I may or may not add in, which would add to the number of levels. That being said, I managed to speed-run the game in under 6 minutes, so I’m going to have to see how long it takes others to complete these 25 levels.
I’ve been designing levels intended to appear towards the start of the game in order to ease players into the mechanics of the game and for them to learn how to play the game. Of course, I won’t really know if the game succeeds with this until people who haven’t played the game before tests it. I also accidentally created a couple of super hard levels that even I struggle to finish. I’ve put these in a folder marked ‘Bonus Levels’ for now.
Added a Crude Menu
The game has a very crude menu at the start, but eventually this will work properly (currently only start and quit work, the rest do nothing.)
This was made by following a tutorial by Shaun Spalding. He’s an indie game developer and video-tutorial maker who’s Game Maker video tutorials have been invaluable while I’ve been learning to develop games using Game Maker myself. I recommend checking out his YouTube channel (https://www.youtube.com/user/999Greyfox), especially if you want to make games with Game Maker. They’re mostly platformer-related, but you’ll learn a lot from following them.
That just about brings you up to speed with Gravity Box’s current developments, but where do I go from here? Well I’ve updated my list of tasks and it includes implementing 2 new mechanics which will then need levels designing and creating around them. There are also a number of things I’d like to play around with within the game aesthetically, but these things aren’t too important for the time being.
I also need to update the website with a section on Gravity Box, which I can update as I add more screenshots/videos. There are few other things I’d like to update you on such as Scared Square’s new digs, but you’ll just have to keep your eyes out for that one.