Devlog Day 4 and Changelog!
The first thing I did today was fix the collision so that knives and the player should no longer fall through the board. I spent a bit of time researching causes, and it seemed like it had something to do with the collision in Unity and not my fault (thankfully). I ended up changing the collision types of these objects from Discrete to Continuous. Hopefully this doesn't affect performance too much. I also made the board a bit thicker, just in case. This may make the game slightly more difficult as more of the knives will actually be functional.
I also added different playable fruit! I made a really basic UI to select a fruit to play as. Current options are a pomegranate, a watermelon, and a grape.
-Pomegranate: Should have the same values as previous builds, albeit a little slower.
-Watermelon: Really big! And really slow! I just think it's hilarious to play as, although impractical to achieve high scores with.
-Grape: Super small. I want to make it faster, but I think I'm going to have to do that by changing the maximum tilt of the cutting board and adjusting the speed of all fruit types.
Eventually I want different fruit types to be unlocked by achieving specific scores. Another fruit idea I've been playing around with is a pair of cherries that you can control separately, essentially acting as two lives.
That's all for today! I'd appreciate any playtesting and feedback as to the balance of the fruit types :)
untitled fruit game prototype
keep your fruit intact by tilting your cutting board to avoid danger and avoid powerups!
More posts
- Devlog 5 & Changelog!May 06, 2020
- Devlog Day 3 & Changelog!May 01, 2020
- Update!Apr 30, 2020
- Untitled Fruit Game Prototype Launch!Apr 29, 2020
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