Week 10 Devlog
We pushed for improvements in QoL this week by adding camera rotation control and an update on the shop system! The modular rooms are still being developed and looking ahead we plan to generate foliage per instance of each room each time the dungeon is built. We also updated the art on our currency item: the wisps. Currently we are working on an attack combo mechanic that allows the player to rapidly attack with multiple button presses. Our enemy AI is coming along with the introduction to taking damage from the player and following the first seen player. For the rest of this sprint, we plan on adding the boss mechanics and procedural items for the shop and world spawns.
Shop System
The shop system is seeing some major improvements that allow the player to approach the Shopkeep's stand and purchase items from a UI based on the amount of wisps the player owns. The plan is to add sprites and blueprinting for items that enhance basic stats like health, movement speed, and damage.
Modular Levels
The rooms are coming along with the addition of lights and custom doorways that will be generated with each instance of the door so the repetition is even more removed and gives the dungeon a more natural generation. With the procedural spawning of rocks and other small detail like stalagmites, puddles, sun rays, water drips, crystals, and more, will give the dungeon more personality and potentially rare events to discover.
Combo Attack
The combo attack gives the player another way to beat down enemies without the cost of slow movement speed. Allowing for better single target damage and quickly take out stragglers.
Enemy AI
The enemy AI has been updated to follow the first seen player from the lobby and will attack other players if it loses sight of the first one. Enemies also take damage from player attacks and display a death animation before their destruction. Having currency spill out from enemies is currently in the works, we are looking into physics based dispersion and an area around the dropped currency the player can enter to move toward the player in the area.
Looking Ahead
For the future of this sprint, we have:
Slime King AI being worked on and the squid enemy as well.
Adding camera occlusion masking to anything that would overlap the camera.
Player death system to spectate other players while dead (possibly moved to final sprint).
Get Fragments of Shadow
Fragments of Shadow
2.5D Multiplayer Roguelike
Status | In development |
Authors | morlinfish, SilverRathalos29, Sarz, 8bitrot |
Tags | Dungeon Crawler, Multiplayer, Procedural Generation, Roguelike, Singleplayer |
Languages | English |
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