Lives, cameras and more…
The player now starts with three lives, which are depleted when falling out of bounds or hitting an enemy/hazard. As I’ve mentioned before, I like classic platformers and want to stick with most of the mechanics they used, like lives. I see what they were going for in the latest Crash game, but I still prefer to play it in classic mode.
I’ve also spent a lot of time on the camera. Like jumping, getting the camera right in a platformer is one of the most critical components.
I still need to work on easing a bit, but it feels good so far. The player is kept at about 1/3 in from the side of the screen, with it switching sides depending on which direction they’re facing. The camera will also remain stationary on the Y axis until the player enters into certain upper or lower bounds, where it will re-center on the player.
I’ve also started on a level editor, and have just implemented a title screen and pause menu.
As for the setting/story… I think I’ve changed my mind again. Fortunately I can continue to build the game without having that figured out.
The clay arrived! It seems like quality stuff (Jovi Plastilina), and I can’t wait to get started with it!