Refactoring the game
A quick update on progress: I’ve made good progress on the new movement system; I now have a working system in a side project, allowing movement (obviously), including on slopes, but also managing sloping ceilings, moving platforms, conveyor belts, semi-solid platforms (which can be crossed from below), with the option of lowering them manually or automatically. The system also allows me to run, dash, and crouch.
Some of its features are not dedicated to Don’t Get Caught, but having an entire system ready to use is interesting. I have a “Platformer-Shooter” that I play with to test things :)
I now need to integrate this system into the existing Don’t Get Caught code.
Among the other big changes, I’ve revised the way levels are managed. Previously, each level consisted of a complete “room” which was very easy to manage. However, I wanted to be able to split a level into several parts, and also be able to return to the options menu from an active level.
So I decoupled the levels from the rooms and created a system to save and restore the state of a room. The system is quite flexible and seems to work well.
As a minor change, I also added the ability to delete the game save, as well as better end-of-level statistics.
I hope to have all the new systems in place by the end of the year, and then focus on the level design for the next levels :)
Get Don't Get Caught!
Don't Get Caught!
A stealth platformer where you control both the hero and the cameras.
| Status | In development |
| Author | Turlututu Games |
| Genre | Platformer |
| Tags | 2D, GameMaker, Stealth |
| Languages | English, French |
More posts
- Recreating CRT Nostalgia with a Custom Shader8 days ago
- Game advancements36 days ago
- Version 0.2.1Jun 27, 2025
- Playtest 2 is now liveJun 20, 2025
- Preparing playtest 2Apr 09, 2025
- Technical PlaytestMar 30, 2025
- Preparing playtestsMar 17, 2025
- End of GameJamDec 11, 2022

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