PogoGirl Devlog #16: Winds of Fall
Seasons change, even in Go! Go! PogoGirl. I’ve already shown you spring and summer, so let’s take a look at fall next!
Fall is where things cool down after a hot summer, where the leaves turn that nice brown color and cover the ground. Things become a bit gloomy, but in a good way. I’ve tried to recreate this in Go! Go! PogoGirl.
The red sky adds a sense of twilight, while also signaling that you’ve entered the second half of the game, where things are about to get serious. The lush green grass has now turned a light brown, and leaves litter the ground.
But of course the changes are not only cosmetic! Each season in PogoGirl has a unique environmental gimmick. And for fall, it’s wind!
All throughout the fall stages you’ll encounter drafts of strong wind that will carry you upwards. You can move in midair, but the controls are a bit slippery, so watch out! Of course you’ll have to get a handle on them, as you’ll be dodging enemies, collecting gems, hitting switches, and more.
That’s not all there is to the wind, but I just wanted to give you a brief look. The next and final season will (of course) be winter, so stay tuned if you wanna see it!
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A platformer game needs some platforms, so let’s look at some of the platforms you’ll encounter in Go! Go! PogoGirl! First up, we have the Countdown Platforms. These can be bounced on a total of three times; on the third bounce they drop out of the stage. They change color with each bounce, so you’ll know when to get away. Since they’re pretty stable, you can both stomp on them and charge up a high jump!
Last time I mentioned that I was doing levels for Go! Go! PogoGirl and that I changed my Tiled setup to make the process easier. Well, I’m happy to say that I’ve now made all levels in the game! While I do enjoy making levels quite a lot, it’s a very tricky thing to get right. Good level design is an art. And while I don’t consider myself an artist in that regard (or any other regard, actually), I thought I’d share my process of building the levels for Go!
A game has many facets, and developing a game is like climbing a range of different mountains simultaneously. I’ve worked on several different things in the past few weeks—water effects, powerups, HUD elements—but there is one major aspect of the game that I haven’t touched in quite a while. Levels. Yeah, sometimes you get caught up in all the coding and designing and pixel arting that you forget about other major parts of the game.