What I've been up to lately!
It's been a while since I've dropped an update regarding this game publicly, hasn't it? I'm still going strong in development, though I've had to make a lot of major revisions to the aesthetic as well as gameplay elements. First off, the gameplay changes (since the release of the demo, anyways). I revised the level structure to be one long path as opposed to 3 shorter paths for a few reasons:
- What I was demanding be done per level was unrealistic, in my opinion. This allows me to spread out unique gameplay mechanics better throughout the game.
- In order to get 100% in a level as planned in the final product, you would have to play through one level at least 4 times, which is repetitive and sucks, even if you can just choose to go back to it later with the game's non-linear level progression.
This also means I'm going to have to make some revisions to how collectables work throughout. The time attack crystals, for instance, need to be revised as with the new level structure I cannot transfer the original concept for time attack through. Instead, the current plan is to make it more Crash Bandicoot-esque, in the sense that you focus on just trying to speed through a level as opposed to normal gameplay where you may be actively trying to keep a combo alive throughout a level. I'll highlight more changes as I push out more content.
As well as the gameplay changes, I have made more models (as well as remade some models) in order to establish and refine the playstation-esque look and feel. I reimagined the player model for Dash the Rabbit to be more emotive. Meet the new (and emotive!) Dash:
Like I previously mentioned, I'll share more as I keep working on the project. If you want to play the game in it's current form feel free to give the current demo a try! I hope to be able to push out a new demo once I further elaborate on the levels of this game. The biggest task I have to deal with is de-polishing some elements from the previous demo, which I can only really blame myself for. Especially when it came to the level structure, I had to do some major work to not only the levels currently in development but the previously completed levels as just simply throwing in the old level with the new gameplay mechanic was simply not going to work.
Follow this project for more updates, I love seeing people's reactions to the content I create.
Get Bunny Hopper
Bunny Hopper
Fast-paced 3D Platformer
Status | In development |
Author | Bad Guy Games |
Genre | Platformer |
Tags | 3D, 3D Platformer, Fast-Paced, Indie, Low-poly, PSX (PlayStation), Retro |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Thank you all for the love and downloads so far!Jun 08, 2024
- DEMO IS OUT!May 09, 2024
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