HELLBOUND'S CREATION


HELLBOUND 1.0.0

First ever devlog! 

Admittedly a long time coming, thus far HELLBOUND consists of a start menu, basic save system, movement system and an unfinished "Tutorial" scene

first off, a look at the start menu, consisting of some designed title, buttons and socials, il happy to say that the functionality for all these buttons and socials work!

Next, a look at the options, once again as far as i am aware all of these options (other than HUD colour) work and do translate into the games tutorial level!, this is done with JSON save files, writing and pulling values to and from a save file whenever needed, its worth noting that this file is not encrypted and therefore values can easily be manipulated from the source file (please don't).


As for the Credits and Exit button, these are pretty self explanatory, the exit button simply closes the game and the credits button just opens a new page in game with my name on it.

Now for the level itself! seeing as this is a tutorial level I've decided to design it much like a crash course for the player to be able to experience and fully get themselves comfortable with my games movement system.


as seen above there isn't much to say about UI either in game, just a box with two meters right now (only one of them works), that being the slide meter that builds when the player performs a slide move, depending on how much of the meter fills the player will experience a jump of various distance and height!

Talking a bit more about the games movement system, its near fully developed at this point, bolstering walking, sprinting, sliding, wall running and wall jumping!, the hardest part of all of that was fine tuning values to get a system that feels fun and movements that smoothly play into each other.

finally, the in game pause menu.


the pause menu allows you to change all the values that the options menu in the start of the game would allow, whilst also allowing the player to either return to game, return to main menu or return to their desktop.

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