Final Mechanical Implementations


The mechanical implementation has now been mostly completed bar some more testing. Any issues that arise from said testing are now all that needs to be changed with regard to the mechanics of Red’s Daring Rescue.

All jumps should now be fixed so that you cannot get stuck in the platforms. 


An example of the player being stuck in the platforms.

The player used to be able to loop up into the bottom side of the platform being pointed at but then would be trapped there by the solid platform. The player is currently stuck with only a few pixels on the screen where the red arrow is pointing to in the picture above. This has been solved by blocking off the areas the player needs to loop through with a new platform. 

This is a picture of the same section as above in the newest version of Red’s Daring Rescue. Note the platform at the top blocking problematic looping.


The issue of players being able to infinitely loop has now been solved too. When the player reaches a certain speed, capable only through looping too many times, they respawn at the nearest checkpoint. So far, the only issue that has come from this is that, if in two player mode, when player respawns and the two players are then too far away from each other, both players are off screen. This is an issue not only because neither can see where they are but also because they cannot get back on screen even if they know how. The way the players are stopped from going outside the camera view is through a box placed around the camera; unfortunately, when both players are off screen, the box also stops them from coming in. 


This picture is showing both players are currently locked off the screen. 

This will ideally be fixed by respawning both players when one loops too many times in a row. This has not yet been implemented however so testing will be required to determine whether this works.

The hint system now works giving the player a different hint depending on where they are up to in the levels. 


The pictures above and below demonstrate that the hint is different depending on where in the level you are up to.


Like outlined in the game concept development log, the hints on the first level are clearer and more directly tell the player what to do, the hints in the second level are less so. The second level hints require the player to put in more work but still provide some understanding of how to complete a section if the player gets stuck. The only things left to implement with regards to the hint system are visual fixes like the hints themselves having a proper backboard.

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