• Register

The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.

Post news Report RSS More Updates - Utility/Combat and VFX

New updates in 'The Walled Garden' bring unique enemy interactions, melee combat, and a zoom feature for in-depth exploration. A 'Coyote Jump' mechanic and directional attack system add layers to platforming, while the novel stamina system introduces strategic resource management for the player.

Posted by on

I've started adding some of the Basic Enemies, Particles, and VFX. Also have started adding the player's melee combat. Added camera zoom for possible items of interest and maybe for dialogue with NPCs.


These are the basic enemy interaction loop between these three. I've changed up the snake recently, and made it into a static jumper. They work as a way to slow the player down from going forward.

Adding some of the original artwork to get the state systems in place. The standard attack covers both above and in front, when falling downwards you swipe down automatically when attacking.

Coyote Jump / Jump Buffer (Smooth like butter)

Started to get the attack added into the game, am allowing the player to attack down while in the air while falling to remove directional input required. This will allow for some advanced movement options while removing the need for too advanced input required by the player.

Potential new slash animation/hitbox.

Jumping exactly as you strike the ground will give you a boost jump now, you are also given some forward momentum if in the air and you perform a regular slash while going up. This does require a small bit of advanced player input to achieve, needing to press both attack and jump at the same time when landing to do a sword reflection jump.

Stamina is in the game, which I've never really seen before in a 2d platformer setting. Probably for good reasons, but I'm finding it very interesting as the players movement is essentially now resource management.

We will eventually be bringing back some of the original utility the player had. The next thing on my checklist is "Water and Fire". The original gun is GONE, no more gun. Not in a game about tarot and alchemy.


The flamethrower will be replaced with a "Staff" which will be capable of doing 2-3 different fire based attacks.


The AIR and WATER guns are also going to be removed from the game design.
The AIR gun is essentially now the sword, so we will probably put some wind based attacks into the combat. The Water gun is going to be replaced by the "Cup" which will have it's own unique properties and interactions.



The player can fill the cup, spill the cup when changing directions or jumping up and down will also spill liquid from the cup, lowering it's fill level. Creating a resource to manage without spilling it while bringing it places.
The player can also pour out liquid at will to water things like plants or trees on fire.

Eventually in-game the player will be able to ingest Fly agaric mushrooms aka The Mario Mushroom. This will allow the player to see hidden objects, or invisible platforms they can then collide with.

How Super Mario's Most Iconic Power-Up Was Inspired by Magic Mushrooms |  Den of Geek



Post comment Comments
oscarfabianleites
oscarfabianleites - - 82 comments

fantastic work! If you need music for the gameplay or to promote the game (trailer), let me know.🤗👌🏻😁🎮🤗🎶
Youtube.com

Reply Good karma Bad karma+2 votes
DrBones Author
DrBones - - 13 comments

Wow great work! I will definitely try reaching out to you later this week. Am in need of a good "Theme song" or "First level" kind of tune for the "Fool" to really set the tone.

Each level so far has a different musician attached to it.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: