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Day 7, 8, 9, 10

I did some work last weekend and never really talked about it. I don't remember specifically where I left off, and it's kinda late (1:30-2am), so I will inevitably forget something I added.


Dungeon Tiles

I made some basic dungeon tiles. Not a ton to talk about here. Just some arts that I did. I decided purpleish seems pretty dark and evil feeling, so it's filled with purples and darker pinks. Don't know how much I'll have time to do the dungeons since after sleeping I'll be down to like 8 hours left.


Transitions, timing, and doors

I added in a basic door system. When you walk into the trigger for the door, it sets a value in the Game static object that doesn't ever get destroyed. What it sets is the target door's id. Each door has an ID and a spawn offset. When the level has been loaded it sets the player's position to the door's position plus the offset. I also display where the offset will spawn the player so it's not so much a guessing game. This allows any door to be at any angle/position.

I also made a basic fade transition. When adding this, I had to add in a way to pause the action of the game. The reason was when the player hit the door and it faded out, you could get hit by slimes. I decided to make it pause everything so that you can't be hit while it faded in and out. There is a problem with just changing the timescale though. Invoke (which I like to use for timing things, such as the fade out speed) is effected by time scale. So I had to write my own timing system using Time.unscaledDelta. Not a major problem, but a thing to note.


Coins

Not sure how much I'll be able to implement the coins. I'd like to build a shop for you to be able to buy max health, healing, max stamina, the ability to dodge, ability to shoot fireball (replacing with a basic punch or sword attack or something). Wasn't too hard to add, just a trigger with some animation. If I had time, I'd make them spawn over time so they didn't all animate at the same time, but meh.


Health and Stamina

I also added in Health and Stamina bars. These display a percentage of what it's displaying. If/when I add a shop for the stamina, it'll just be changing the max value of the stamina on the player. That simple. You can only dodge or attack if you have the stamina built up.


Menus, Title Screen, and Saving

There is now an in game menu that has a whopping 3 options. Resume, Save, and Exit. Resume just exits the menu, save.... saves, and exit takes you back to the main menu. The saving will be pretty simple, just saving a text string with the important information, last door the player went through, the map name you saved on, player health/max health, max stamina, and coins. At the moment that's all that's important. "Theoretically" even the slime being killed will be saved. Right now all slimes have an autosave when they are killed. I'll probably remove it from some so that you can leave the room and get a little extra money by killing things if you want.

Past that, my brain started to turn to mush due to the time of day it is. So instead of code, I made the start screen and started on the main menu. I did the art and placed the menu text on the screen. I would "like" to animate it, but as I'll only really have 8-10 hours depending on when I get up, I probably won't have time since I don't have a fluid set of levels or a boss atm.

To Do List

I made a to do list of bare minimum, and I did tick off a few tonight. Not sure how much this will really be a complete game, but I'd like to add in at least some hazards to the dungeon, a boss, and letting you walk through the different levels. (Dungeon, willow's crest itself, willow's crest lake, the path between willow's crest and the lake, and the boss room) Anyway, here's the list, and I'm taking off for the night. Hopefully I'm not too tired when I wake up.

Needs:
Boss
Make sure save/load is implemented
Main menu
continue (only visible/option if save data exists)
new
exit

Wants:
Story
sword attack instead of fireball
Shop art
buy stamina
buy health
buy dodge
buy fireball
dungeon hazards
extra enemy
Health pickups from enemies (5% chance?)
Animate start screen with an intro panning up and parallaxing