Devlog #8 - Major Additions and Quality Updates!


10/03/2025

Changes and Additions

- Started Whiteboxing tutorial scenes.

- Added health packs that can be picked up and stored by the player, as well as added the function that no more than three can be picked up.

- Added hazardous floors that can only be traversed via dashing.

- Reworked the mini gun into an ultimate style ability rather than one of the random power-ups.

- Added UI elements for both the ultimate (a percentage indicating the ultimate charge level) and the health packs (the amount the player currently has to use). 

- Reworked sprites for Power Ups, therefore more readable and overall visually appealing.

- Added the DNKY Gun, a gun that shoots 3d printed donkeys that track down and destroy enemies with a behaviour not unlike heat-seeking missiles… further testing is required.

- Level transitions are working; however, initially, the player, the camera and the ui would all be severed, as they aren't being carried over from the prior level. They are entirely new, which means everything to do with the player gets reset after every scene.

To fix this, I have a do not destroy script on certain essential prefabs, such as the player, main camera, player camera, canvas, and level loader. This has fixed the issue, with all components to do with the Player character and UI in its current state being successfully moved from one scene to another. 

Upon the first pitch of my game, a potential readability issue was raised due to the player's health bar being on the sprite itself, while novel, it could potentially be quite small, therefore, the player may not exactly see or notice if their health is low or not.

To help with this readability issue, I added a sparks particle effect to the sprite when the player's health is at a critically low level, hopefully resolving that issue. Testing is required.

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