Week 8: Animation, Assets & UI
During this week, we focused on implementing feedback from playtesters and did an art pass on previously whiteboxed elements of the game. In addition, we implemented more animations for the player, such as jumping, and new tilemaps were created for obstacle elements, such as spikes and lava.
To add some difficulty and reason for the player breaking blocks of dirt, we added an ammo system as the player collects and throws dirt but will run out and have to dig more. Looking forward, we may add shovel/inventory upgrades to increase the amount of dirt (or ammo) the player can hold.
We gave the title UI and ending UI some polish with a new font, backdrop and visual layout for controls to make it more accessible. Additionally, we added some interactivity as the buttons for play, instructions etc., are just text, so they now change colour when you move your mouse over them.

Get Go Dig A Hole
Go Dig A Hole
More posts
- Week 12 - Assets for Whiteboxes & Visual ImprovementsJan 12, 2023
- Week 11 - Polishing and Bug FixingJan 12, 2023
- Week 10 - QOL ImprovementsJan 12, 2023
- Week 9 - Enemy ImprovementsDec 03, 2022
- Week 7 - Burndown Chart and Game Design MacroNov 17, 2022
- Final Week, Vertical SliceNov 05, 2022
- Week 5 - CharacterNov 01, 2022
- Week 4 - Basic MechanicsOct 25, 2022
- Week 3 - Nature - Davin AOct 12, 2022
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