Week 7 Devlog


For the start of our 50% push, we have better defined our roles and continued progress to a play-testable state. These implementations include an enemy AI system plus animations, refining the overall look of the cave and special rooms such as the boss room, shop, and armory, a lobby menu and UI elements, and roguelike mechanics being introduced. 


Enemy AI + Animations

The enemy AI is being developed starting with pathfinding to the player character and an attack radius when the player character is in range. We plan to make this into a modular system that can be duplicated across enemy types and change values depending on the strength of the enemy. Other enemy types are planned to have unique mechanics, however, preparing for scope we are starting simple with two enemy types: a slime that moves toward the character with basic attacks, and a stationary tentacle that appears when the players get within proximity. Currently animations are being refined for the main characters and the ability for players to choose an ability based on class selected from the lobby menu

UI Elements + Multiplayer

Efforts to accommodate multiplayer is back and forth and require much more needed attention. The lobby menu will allow connected players to select from a range of classes to define their play style through the dungeons and upgrade accordingly. This gives players a chance to explore different play styles and increased replayability. 

Roguelike Mechanics

The roguelike mechanics give players the ability to upgrade their stats through the dungeon via a pickup system for items. The abilities of these items are currently simple stat changes like attack damage, max health, and movement speed.

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