Week #11 - Daniel


Hey everyone!

As our deadline approaches, more weekly progress is to be expected!

This week, my focus was on finishing up the menus and integrating all of the progression of our game with the save system. I finished the settings, adding a button to delete saved data and to unlock all levels (this will be there for playtesting purposes, and not in the final build of the game). For the Level Select Menu, I added the ability to toggle the selected level, only display unlocked levels, and the ability to look at the memory associated with each level. Besides that, memory fragments in a level are now associated with a part of the memory image. I also completed the pause menu, adding the settings.

 The look is still subject to change, but here is a preview of these features:

Apart from that, I also started to add some visual feedback to the players inputs. The gravity switch mechanic now has a burst of chromatic aberration when used. I also tied in the gravity charges progression with the save system, so now the number of charges you have at any time is correspondent to the last unlocked level. I updated the end menu screen to reflect when a new charge has been unlocked.


The plan is now to bring all of our work together and develop our 9 levels for the game. This upcoming week will certainly be a challenge, but we are confident we can deliver on the proposed goals for our high fidelity prototype of the game, to be presented at MOJO (Montra de Jogos at IST) on the 31st of may.


See you all next week!

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