Posted April 30, 2023 by Sixeder
#Dungeon Crawler #RogueLike #SinglePlayer #UnityEngine
This is the update for the past fortnight (I AM 2 DAYS LATE):
-Redesign Inventory. Separatedinventory from pause menu into its own backpack.
-Redesign Fireball spell. Fireball spell is now larger slightly.
-Created Tutorial Scene, allows player to learn the mechanics
-New Player character sprite.
-Added arrow keys controls
-Fixed health bug where health can be seen as 0 and not dying.
-Fixed Boss room able to win game now.
-Fixed up rooms in level 3, Rooms did not have any colliders and floating enemies.
-Fixed up script encapsulation.
-Fixed up card details UI, now able to see the spellType.
-Fixed procedural generation issue, didn't generate door when doing a BFS searched to ensure all room are connected.
-Fixed up procedural generation. It now has checks to make sure it doesn't run if it doesn't have the necessary requirements. Crashs game when certain objects aren't found.
-Fix level 2 and level 3 rooms object being removed.
-Fixed up tutorial moved to start menu.
-Fixed AI in level 3. Skeleton Knight was unable to die. It was actually meant to be a skeleton as well.
Will continue on fixing up bugs, refinements and plannout ideas:
-adding a feature when clearing the room, all coins get sucked up by the player.
-possible combinding spell mechanics
-reintroducing the reverse mechanic, which allows the player to switch the opposite spell into its corresponding opposite.
-progression difficulty. Currently the level design are handmade, along with the placement of enemies.
-big map which will allow players to see the overall level size (might start this after implementing progression difficulty so it's easier to scale)
-adding a shop keeper instead of random cards floating for the shop.