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Update 003 - 80 % of the 80 %

80 % of the 80 % .. of the 80 % of what we think we need. And then there is still a lot more, because making things known you don't know can be a subject of its own.

But today, we have only good things to share! Let's start with the fact that the game works—at least the basics. The build is solid, and the flow from start to the end of the demo is smooth.

Normally, you don't think about what happens if you lose a life or what occurs when you lose all your lives. The game guides you as a player, and you follow along. As a developer, though, managing lives, tracking save games, determining when a level is finished, handling what happens when you lose all lives, pausing, or continuing a game—this entire flow can be a tedious job, especially if you're trying to avoid using a UI.

Here are some seemingly small details that took us quite a while to build. Hopefully, they'll stay.

Pause Game
The only options are to leave or continue. For now, the game overflow is similar, but without the continue option.


Menu
Options include music control, exiting the game, and selecting worlds/levels.


Losing Lives
An effect visually shows the loss in-game.


Completing a Level
All important level items are removed.


Power! ups.
Last but not least. We have been finalizing the look and feel of the power ups (pickups). Currently we have 4 worked out but of course more will follow.


All images are work in progress and subject to change. But hopefully, you enjoyed seeing our progress!

Until next time!