Devlog 3: Presentation and Graphics


This week was all about giving the game some actual life! The player character now has full animation states for idle, walking, jumping, and landing. These aren’t just slapped on either, they’re hooked into proper state transitions so the character actually feels grounded (literally and visually). Jumping and landing feel especially satisfying now since the animations give that little extra punch of feedback.



Lever and platform objects also got some animation love! Levers now visually switch on and off when triggered, and the platforms respond by swinging up from their off state like you’d expect. I had to separate these from the tilemap setup since animating tilesheets wasn’t exactly working out, but hey, new GameObjects meant more control, and honestly, it’s cleaner this way.



I also threw in a basic title screen. It’s nothing wild, just a simple “click play to start” deal, but it gives the game that bit of structure it was missing. Helps it feel like an actual project instead of just a test scene, and with all of these changes, we're closer to finishing a prototype for submission! :)


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