Devlog1 - Moving Platforms, Map Improvements


Moving Platforms

When I first played Mega Man as a kid, I was deeply impressed by the moving platforms in Gutsman’s stage. The way they combined timing and platforming created a real challenge.

So when developing my own game, I knew I had to include moving platforms—no matter what.

At first, I built a basic platform system, which was featured in the WcBonald Park section of the demo.

There are already countless technical blog posts discussing the many challenges of implementing moving platforms, so I won’t repeat all of that. In short, my initial system quickly proved insufficient once I wanted to implement more complex logic.

Instead of giving up certain ideas or level designs, I decided to face the challenge head-on. It definitely burned some brain cells, but the result was worth it—I now have a relatively reliable platforming system, and you’ll see it in action in upcoming levels.

platform

Light Puzzle Elements

Precision reverse-jumping in succession with only a 0.1-second margin for error, while dodging high-speed bullets from every direction—it’s so cool! That I did at first. Even put a max-distance edge jump in the beginner tutorial. It proved to be a stupid design.

But what kind of challenge could I include that doesn’t demand lightning reflexes, yet still keeps things interesting? The answer turned out to be: puzzles.

Well, I admit I’m a bit of an idiot when it comes to solving complex password or analyzing image clues, so I decided to keep things simple. I just want something that lets players relax their hyper-focus for a moment.

Fortunately, with the improved platforming system, I’ve now got the tools to bring some of those ideas to life.

puzzle

Map Improvements

I received feedback saying it was easy to get lost at the beginning, so I’ve made some adjustments to the early part of Sprout Forest, reducing the number of branching paths.

begin

I also added a rough location indicator to the map, to help players better understand their current location.

map

I’ll admit this implementation looks a bit ugly. Given that each area isn’t especially complex, I’m evaluating an alternative solution—still weighing the pros and cons of both.

alternative

My plan is to publish a dev log roughly every two weeks. See you in the next one!

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