Sunday, April 1, 2018

4/1/18 Development Update

Hey guys it's been quite a while since I last update, I'm sorry for that! But now I am back on track for the weekly updates.

So let's start with what's changed so let's start with the companions. Companions will now have unique abilities and behaviors based on which companion you choose to use. For example for the current companion I'm working for, they will have shields displayed below their health. This is to keep track of the amount of block this particular companion has left. In the future I hope to give the player the choice of which companion best fits their play style.


Moving on, I've also begun work on reworking and redesigning the dialogue system. Before, the dialogue system kind of felt like it was "free floating" and hopefully the new letterbox design helps alleviate this. In addition, since companions were added, I also wanted the dialogue to reflect which companion was chosen and perhaps open new lines of dialogue based on the companion. Moving forward I'd like to keep experimenting with this system to better mold it my vision on what it should be.


Moving on to the dungeons, I've also created a trooping system. Before enemies would always be the same for each room. Now, the number, type and spawn location for enemies now change for every room meaning, no room will ever be the same! For this system, I'd like to keep tuning it to decrease the randomness a bit to increase the consistency.

Okay now like real talk, I've been talking about adding puzzles for the longest time. Here is the first puzzle you may encounter in dungeons. Puzzles were something I've been wanting to do for a long time, however devising them to be randomly generated complicated things quite a bit. This puzzle is pretty simple, its like the game Mastermind where players need to place fruit in the correct order to complete the puzzle. The correct sequence is always going to be different, so hopefully this one one get old fast... I plan on adding more puzzles, as I have all of them finished on paper and just need to implement them. Please look forward to more wacky puzzles to break of the monotony of killing enemies.


Speaking of enemies, I also spent this week tuning the Slime King boss. I've made quite of few advancements in boss fights since I made the Slime King, and he needed a little love.

That's it for this week!

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