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Writer's pictureAndy Lang

10/10/21 Echolite Devblog #5 - Obstacles of Translation and Transfixation

In the past week or so, I have been working on developing the other two primary obstacles for Echolite: the spikes and the translating enemy. I have also been planning out the level designs for the five levels that will be in the demo version of the game. The image of the drafted designs will be appended near the bottom of this article.


So first of all, the spikes was the easiest out of all the obstacles planned for the game. All it needed was a pixel design, which I quickly created in an online sprite editor called 'Piskel', and a box collider which can be detected by the player death script. Easy peasy, lemon squeezy. However, I may expand on the spikes' mechanics by being able to disable them for objective-related purposes within a level.

The other obstacle/enemy I worked on was the translating enemy. This enemy will behave similarly to the projectile enemy, where it wakes up when it detects a bullet or echo fired by the player. It will then begin translating between set points that have been placed within the level. I have designed this enemy in a way which it can hold enemy number of points, and will be able to translate towards each of them in a random order. I think this gives it a lot of flexibility, and will allow me more creativity when designing the levels.


Initially, the way the translating enemies would move would be a set, linear pattern, but I thought it would be more challenging and chaotic if they had a random moving pattern instead. However, this may be subject to change when I get to playtesting the levels.

Apart from creating the remaining obstacles, I have also been drafting out a rough layout of each level for the demo. Of course, I will most likely be changing how they look while implementing them in Unity.

That's about it! I'd say this entry was a bit more concise. Thanks for reading, and see you in the next one!

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