Traps

Yesterday I implemented traps, which means it will now be trivial to add lots of cool new things to try and destroy poor Hubert. I gussied up the test level a bit more (the test level will eventually be transformed into level 1), and made a change to how climbing movement works. You now slide down the rope/pole/whatever twice as quickly as you can climb up it.

Today, I have been taking a hard look at the game’s design and plans, and have cut a ton of stuff (most of it felt a lot like filler anyway). The game’s design is now leaner, meaner, and, uh, finish-able-sooner-er! Some other aspects of the design were modified and updated, and I am currently working on a roadmap that should make moving forward (and finishing the game!) even easier.

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