Movement Devlog



This week I modified the Eight-way Movement script from the tutorials to use in my game. Initially I didn’t have the animator component, but once I made the character sprite, I also implemented that. Another idea for movement that I had was to use grid-based movement seen in most retro RPG games, yet I decided against that as it would require more time.

The player’s collider and its interactions with the world was another main challenge I tackled this week. The player’s collider is designed to allow the player to navigate the world without getting stuck within tight corridors, this is done by setting the collider to be as large as the player feet and lower legs. I did this as would make designing further character sprites and their collisions with both the player and the game world easier.


I also designed one of the tilesets, this should convey the basic art style of the game. Blocky pixel art with single tone high-contrast colours. I also designed a basic chest for the play testers to have something to do while testing. Eventually, I plan to implement animations and an actual items and inventory system in the coming weeks which will probably be just an array of scriptable objects, each with their own function.


Feedback was mostly related to minor bugs with the tile set, a lack clarity with player control and some minor camera issues. These should be resolved with the next update.

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