Alpha PostThis week (the week of 11/10-11/17), we focused on significantly improving the visuals and overall theming of our game. We added a range of animations, including walking, idle, jumping, spell-casting for the player, death animations, and enemy attack sequences, enhancing immersion and feedback. The tilemap system received a complete overhaul with visually appealing tiles that not only look better but also streamline level design. Adjustments to the fog mechanics make it more transparent and less obtrusive, while fire hazards now include a visual indicator before reactivating, preventing unexpected surprises. We also introduced a new pre-game scene where the player's father bestows the wind ability, reinforcing the narrative theme of creative problem-solving through wizardry. Quality-of-life improvements, such as refined gravity, platforming physics, and UI updates, round out the polish, alongside reconstructed levels for a smoother and more engaging experience.
These changes were motivated by the need to create a more cohesive and visually compelling game world while enhancing player interaction and clarity. The project is progressing toward a well-rounded action-platformer that emphasizes creative solutions and player choice. Next, we plan to add smoother, more cohesive transitions between levels, potentially incorporating lore elements and an overarching mission to deepen the narrative. Additionally, we aim to develop 1-2 more levels that raise the stakes, potentially featuring a boss fight, and introduce parallax scrolling to enrich the background visuals and create a sense of depth.new
Windows:
https://www.indiedb.com/games/windy-wizard/downloads/windy-wizard-alpha Mac:
https://www.indiedb.com/games/windy-wizard/downloads/windy-wizard-alpha-mac