Starting on the Godot game again. Level 3-1 is nearing its finish. I’m building the corridor/cave that’ll lead to the lift that the player will travel up to the exit. To add some interest, I’m terminating the corridor at a spike section which should be impossible for the player to navigate. But now I’m wondering: what if the player managed to navigate this with invulnerability? Maybe a secret where the player picks up a vile given them this power that would allow them to travel through this section and pick up something nice?
I’ll come back to that. I’ll build the lift first and give it a try to see how it feels.
Need to remember how these lifts work. Okay, yeah, it’s all driven by the doors. Added the lift and gave the level a test from the midpoint. Feels good. I do like the lift. I jumped around the spike section a little and yeah I think something like a secret allowing the player to travel through that section for a bonus would be nice.
First implementation of the invulnerability power-up: simple enough. The current implementation taps into the existing death handler, in which an Area2D trigger will signal to the player to die when they enter a trigger area. Note that this happens when the player enters the area. If the player is already in the area, nothing happens. This means that if the player enters and error, and stays there when the invulnerability power-up times out, they’re still invulnerable until the exit that area. A way around this is to constantly signal to the player to die while they’re inside, but I think I’ll keep it this way for now. I like the idea of giving the player just a little more time than they have to be invulnerable (although when they leave and enter a new kill zone, they will die).
Okay, implemented the invulnerability power-up and gave it a quick test in the spiky area. Yeah, it works. I haven’t added the kill zones yet so the need for invulnerability is completely unnecessary, but the progress bar has been implemented, and based on how quickly that runs down, there’s ample time for the player to get the pickups and get back before the bar runs out.
Place the exit and now just playing through the level. It needs checkpoints, and there are some tricky jumps that I’m tweaking. But I think it plays rather well. I’ll start dressing up the level now.