Week 6 Devlog


For this week we have been working on the multiplayer system and the menu items required as well as the production of character sprites and procedural environment generation. A working title is still in the works!

Procedural Content

The plugin "Dungeon Architect" will be the foundation of our environmental generation as it streamlines our level design into modular rooms and corridors that can be generated as set parameters for the game. Using this system of "snap flow" generation allows us to personalize the look of each room and focus on the content the player will experience. 

The Roguelite mechanics are currently being workshopped but character stats will likely be altered by items obtained and displayed to all players via their HUD. This system can introduce synergies and builds players can aim for while in single and multiplayer - more to come on this topic!

Characters and Style

The style of the game is aiming for 2.5D with a semi-isometric camera. This style allows our characters and entities to be created as 2D sprite objects in a 3D environment. Decorations and other elements will also be 2D sprites in order to immerse the player within their environment and blend the two together seamlessly. We are also utilizing some stylized post processing to bring the 3D objects closer to their 2D counterparts.

Character sprites and animations are also in progress and our next steps will be implementing procedural enemy spawning and customized enemy AI.  

Multiplayer

As for multiplayer, progress is still being made in implementation however we are focused on having the clients connect to each other via listen server. This allows the host to create sessions and have other clients join the lobby while tracking save data on their local computer. We decided to go with this route to fit within scope and current resources with the university. 

Next Steps

- Enemy characters, spawning, and AI

- Player interaction with enemies: Health, Coins, Damage

- Modular rooms (cave dungeon)

- Player stats and abilities (item stat manipulation)

- Polishing HUD and UI 

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