It is very important when in development to understand the final product before you actually reach that stage. Once you have the knowledge to shape and create your ideas, then it is on to development of those ideas and adding original programming (how the code that you have learnt can be shaped to solve your subjective issues). In relation to the small 2D platformer I have created, one aspect of this is the combination of unoriginal code I have learnt from tutorials to create something unique, for example, the use of OnTriggerEnter now can be used for both changing to a different scene, activating sound effects when debris collides with the floor, and as a reset button when my Character hits the rising collider.
been the initial tutorial screen, background art, and collision detection on future levels. Now you can plan; keep it simple to start off with and really think about possible setbacks in code that will halt your progress. Plan the first level and then try to refine it. Make a Word Document that can serve as a backup for elements you want to implement later down the road. Devlogs are also good methods of retaining what you have finished and what you mean to complete. This will help you to both keep to your plan and give you a clear line of events that you can look back on as it is very common to walk away for a couple of weeks and then be completely lost with what you wanted to achieve in the first place.
About half way into this project I became more confident with how the code interacts with the program. I didn’t go into saving, instantiation, or anything too complex, I have just tried to keep it basic and simple. Initially my goal was to make a Miner that was trying to escape a mine. Now I have changed it to be an Engineer trying to escape a volcano that is filling up with lava. This is both more aesthetically interesting and gives the game a certain level of intrigue when playing it. I have to be careful with how the background art interacts with the foreground as due to the levels being relatively dark I have to outline each object my character can jump on in grey so players understand what they can and can’t jump on.
Unfortunately because of my incredibly erratic time schedule I couldn’t really formulate a very good devlog for my first ever completed game, however it is still fresh in my mind so I’m hoping to note down all the processes I took: