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A medium sized update with sprinkles on top

Today I got to improve some of my not so awesome code! The version of my level generation process was not quite as elegant as hoped. It was a one big giant procedure that puked out all the rooms in the level when the level is called.

So I re-arranged some code, wrote some more and got out of the whole mess with a little smile on my face. I’m not gonna go in to great detail of what I did but I can show you some progress shots here.

 

First things first, yesterday I got sidetracked while coding this thing to make the chests now spawnable (and hold items inside) as well as redesigning the barrels I had. Which previously only had two frames of poses. Intact and broken.

 

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Now you can smash them, hope hearts fly around and watch the ugly WIP particles explode! (Seriously, I’m gonna work on them later)

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The chest turned out a lot better imho, at least when I get around adding more items to the container list. Why Waldir has a bunch of hearts laying around inside chests in his basement is a question I can’t answer though.

 

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bonus madness gif

 

Next up, the actual progress stuff. Although small, it is a significant change from the old stuff I had.

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I’m not sure if that gif shows it very well (I need a better director for these gifs), but the room doesn’t actually generate untill you walk in to it now. This means I can better control what kind of conditions apply and what rules to abide when randomization happens. Mainly I did this so the system can check better if miniboss rooms will appear. (Depending on how long deep you are in to the dungeon, the better chances of spawning it has)

This also allowed me to do a boolean check for the minimap that sees if the room has been visited or not. So now when you visit a room, it’s marked on your minimap and all the rooms it’s connected (excluding all the secret rooms & stuff) are shown a little darker and transparent untill visited.

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Also inspired by the Minimap change (which’s position is a bit off as of now, I need to fix it) I did some changes to the main UI piece where your HP and XP bars are shown. Image

Not perfect, but I like the direction it’s taking. The font for the heart counter is a bit out of place but since it’s pre-alpha it’ll do it’s job!

 

I still have a lot of work to do untill saturday! I hope to keep my deadlines this week around after missing some last week 🙂 Mainly I’ll try to do treasure rooms appear, aswell as begin working on the first boss or miniboss, either way. 

 

Huge thanks for reading through this rant and hope to engage you to wait untill next time!

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A week’s progress

So this week has been what I’d gladly call a busy week. Lots of different & somewhat exciting updates made to the game. It’s slowly starting to represent a game in some form.

 

Let’s get right on it.

At the beginning of the week, I began to smoothen the combat and sword usage. I made a little change to the way input is handled and so far I’ve liked the results, even if it’s still not quite at where I want it to be. 

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To explain it further, I added in a timer that counts down from the moment you last attacked. If it takes you too long to execute an attack, the combo is reset. Now that I have a few more attacks beside the 2 old ones, it felt really weird keeping the combo infinitely. This just makes sure you are hacking and slashing in a timed fashion and surely is not a groundbreaking innovation. But an important addition none-the-less. I also added a little flavor alternate Idle animations to actually tell the player when the combo is reseted.

 

Mid-week monster madness

Midway through the week, I started planning the first set of monsters to actually reasonably fight back. This required me to rework the old “chase and die” crappy AI that I had. I replaced it with a more sophisticated behavior system that makes actual decisions when&when not to engage the target and how they move around the map and perform actions. It proved to be a good start, but will need a lot of tweaks. (This was my first time programming a more complicated system that allows for different types of AI, so that the ranged, chargers and other melee monsters behave differently)

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Besides programming, I have been drawing a lot of monsters too. As of writing this thing I have prepared 2 monsters with the needed animations to make them fully functionable, you can question the quality of these animations right now, but I will be adding and reworking existing frames in the future. 

Here’s a little glimpse of the work file (just a small portion of it)

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There’s a few of the monsters that aren’t yet complete but I will be drawing the remaining frames later this weekend.

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The Knight Brothers, the axe thrower on the right is in-game and functioning. Hoping to have the throwing axe & the shield from the red cloaked knight as sub-items for Waldir’s use in the future.

 

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A very early try on the first (and probably only) NPC. The shopkeeper, no animation frames have yet been drawn for this guy as I’m not sure of the direction I want to go with.

 

Now for the end of the week, mainly yesterday and today. I’ve been tweaking little things in the AI, making it function properly. I also coded some new systems to allow the throwing of projectiles. As a little gameplay test I added in the function to deflect the projectiles back with your sword. It proved to be really fun, still have to tweak it a little bit though. It seems to make the ranged enemy rather easy to deal with.

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It’s probably hard to see from the gif, but I added a new ability for Waldir today. If you successfully combo you perform a small charge with your sword. I really like it but as of right now, it reminds too much like the dash visually. It’s really hard to tell the two apart from each other.

 

Now that it’s friday, I’ll take a short break and continue development on Sunday. What I will work on come sunday? Probably doing the rest of the particle engine, I would really like to have a lot more blood on the screen, for some reason. I will also slowly work on new monsters and the remaining ones too. 

What I would like to achieve next week though, is to add in the Item system. Picking up active sub-items from monsters, getting the currency (hearts) from monsters/chests/barrels and of course getting passive buff items from chests and shops.

This was just this week’s progress, so I really am seeing a lot of bright light in the future of the project! Thing’s have been going so smoothly I have legitimately been surprised. I hope to have the first level of Inferno fully playable for player feedback by the end of the month, so let’s keep our fingers crossed!

 

I have received enormous amounts of lovely feedback from all over the community, and for that I thank each and every one of you! Much love, Jani