Update 16: Crystals, Knight Job & SprintSprint:I'll start this post by talking about the sprint mechanic in Mimix. Early on in the project i added to option to move faster by double tapping a direction causing the player to sprint. You could only enable sprinting by being on the ground and when not sprinting the movement speed was pretty slow. The immediate feedback i got from this was that players wanted to spring always and there was accessibility problems getting it to actually start.
It took i long time to find the right solution and the sprint is now a automatic toggle. The base speed has been drastically increased and the sprint is a pretty minor boost but happens when heading in the same direction for a time period before it kicks in. Once it kicks in, it continues until directional input changes. To improve the system even more the sprint cant enable while walking up slope and kicks in instantly when going down slope which really adds to the level design possibilities and is really exciting to me. Air and ground maneuverability increased dramatically because of this change and it is a lot more intuitive for players learning the game.
Crystals:I don't think i have talked about it too much yet but using crystals in my designs is going to be one of the primary themes. Crystals are pretty cliche for the rpg genre but is a bit more rare for the platformer genre so i don't mind it too much.
First, the end of the level goal will be to collect one of the world crystals. Lots of improvements and changed need to be made for the visual aspect of this but the functionally will pretty much remain the same until the end of the project.
Second, there are now Crystal formations coming out of the ground which will be part of the level design. There are 3 types...hp, mp and job class. To break them and get their contents you can either attack them with you job class, jump on them, or jump into them.
I wanted a sort of coin block mechanic for Mimix so that i could reward the player and help them out as they progress through the level and this fits the bill. The only downside to the design is that they don't make as much sense to be floating around, they have to be attached to the ground or walls in some way.
Third, i used this crystal theme to design the look of the job star the bounces around after defeating a job class enemy
Knight Job:I've shown off the things i'm talking about around in gifs multiple times before but...I finally implemented the first job class into the game! You switch to a job class by collecting a job crystal. These can be optained by defeating a class enemy or by breaking open a job crystal formation.
The knight is the first playable job and along with it i added the first job class enemy. For this job class and likely all others there are a few ways to attack. For the knight you can either do a simple sword swing on the ground or you can do a fancy spin attack if you jump first. One thing i haven't gotten around to yet is adding a change attack for the sword to increase the attack range while also consuming additional MP.
The MP system might disappear or be reworked as i go because it doesn't really feel like its a mechanic that needs to exist right now.
And...thats it! I think i am all caught up on posting about the changes and content i added to prepare for the demo event i did now so there wont be any more posts until I get something else done.
Thanks,
Spencer