Devlog 3 Eating Pumpking


New Mechanics, New Challenges!

Hello again! We’re excited to bring you this latest update for Eating Pumpking. This period has been crucial for improving the gameplay experience and overcoming some technical challenges. In particular, one of our biggest hurdles was randomizing the appearance of the portals. Initially, they appeared in problematic locations, colliding with the map and outline. However, after several adjustments, we achieved an effective solution. This process not only allowed us to learn randomization techniques but also enabled us to apply them to make one of our enemies move randomly. Additionally, we have introduced new mechanics in enemy AI to make them more challenging and surprising, such as an invisible enemy that only reveals itself near Pumpking. These advancements have made the game more dynamic and unpredictable. Here are the details!

Key Improvements and Implementations

Enhanced Enemy AI

One of our main goals has been to make the enemies more challenging and unpredictable. We’ve managed to resolve some issues with the enemy AI, which now works as expected, making the chases more engaging and strategic. The enemies now move with refined precision, creating a more immersive experience as they interact with portals and hunt for Pumpking.


Basic Enemy Seeking Portals

We’ve implemented a new enemy that actively seeks portals during chases. While it's a basic version, this enemy now has a distinctive advantage, as it introduces an additional layer of complexity to the game by approaching Pumpking more effectively.


Invisible Random Enemy

We replaced the original enemy that detected portal use with a new, stealthier enemy. This enemy remains invisible until Pumpking enters its detection range, at which point it becomes visible and pursues. It returns to its hidden state when Pumpking escapes its range, introducing a dynamic and suspenseful twist to the game. Although still in development, this enemy is shaping up to be one of the most challenging obstacles so far.


Randomly Moving Enemy

We’ve also introduced an enemy with random movement, designed to add an element of surprise. This enemy does not actively chase Pumpking but can alter paths and force new strategies. Its erratic behavior makes each level less predictable and more engaging.

Victory and Defeat Conditions

For the first time, players can experience real victory or defeat scenarios in Eating Pumpking. The victory condition is now triggered by collecting all the food in each level, while defeat occurs if Pumpking is caught by an enemy. These new conditions provide players with clear objectives, increasing the stakes in each round.


New Pause Menu

To enhance the player experience and make the game more accessible, we have added a temporary pause menu that activates by pressing the Esc or Shift keys. This feature allows players to pause the game, review controls, and plan their next move at any moment. It’s a practical addition for those who need a moment to strategize or take a break from the intense chases. However, the current design of the pause menu may change in future versions to improve its functionality.


Levels Filled with Collectibles

To improve progression, we have filled levels 2, 3, and 4 with collectibles. Each collectible gathered brings players one step closer to victory and rewards them with visual and auditory feedback. Throughout the game, the collectibles will vary among the 64 different types of frames we have, adding diversity and surprise to the collection. Level 1 will serve as our main testing ground, allowing us to fine-tune each mechanic.


Bug Fixes and Optimizations

Resolved portal warnings: We encountered several warnings during portal use, which we have successfully fixed. Players can now teleport smoothly, enhancing the overall fluidity of the game.


Next Steps:

Improve the Victory Condition Interface:We will explore options for a customized victory screen, with animated messages encouraging players to move on to the next challenge.

Enhance Menu Design and Add Tutorial Section: We will look for icons and backgrounds that enhance the aesthetics and functionality of the menu. Additionally, we will include a tutorial section with clear instructions on objectives, controls, and key strategies to give players initial guidance before starting the game.

Select Sound Effects and Game Music: For sound, we will seek effects that enhance immersion in Eating Pumpking. This includes distinctive effects for collecting items and activating portals. We will also explore background music options that complement the intensity of the chases and match the game's pace. These additions will help reinforce the atmosphere and make the gaming experience even more immersive.

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