Gravity Zones and Sprite Updates
This is part of a series of updates on my 90 Days & Ship It! Jam 2021 journey. 3 weeks left!
Progress Report
Since I discovered that gravity zones (they are called transfer zones internally) make gameplay a lot easier, I focused on reworking my game objects. Especially landing on pads and picking up containers is quite pleasant now. After that I tweaked the sprites and level designs a little. And lastly, I finally managed to work on some of the smaller bugs. Next, I can work on the HUD and start playing with single-player maps.
Here is a full list of changes made to the game:
- Improved docking behavior
- Refactored cargo handling in docking zone
- Removed cargo from player when delivered
- Added container holder as item and a visually different force particle
- Added multiple containers per landing pad
- Implemented container holder and win condition logic
- Added new colored gates and lamps
- Added zone border tiles
- Fixed gamepad support for two players
Note
The video at the top shows the complete run through two levels. I intentionally played it slowly, so it’s easier to follow the player movements. Let me know what you think in the comments.
Get Kargo
Kargo
2D cave-flyer with a focus on puzzle elements
Status | Released |
Author | LiberaByte |
Genre | Puzzle, Racing |
Tags | 2D, Arcade, Asteroids, Flight, Pixel Art, Space, Twin Stick Shooter, Zero Gravity |
Languages | English |
More posts
- Kargo is Back: Full Release on Itch.ioJan 05, 2024
- New Demo for Steam Next FestJun 10, 2022
- New Demo and Steam PageMar 25, 2022
- Tutorial Levels Complete and Demo AnouncementMar 16, 2022
- Switch to Godot and Sneak PeekMar 05, 2022
- Alpha ReleaseAug 07, 2021
- Preview of Coop LevelsJul 07, 2021
- Game Design UpdateJun 18, 2021
- Level Design and CharactersJun 06, 2021
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