Category: Uncategorized
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Async proc gen, UI and Tile Art
New this week This week I finished the first draft for tile TS1_1x2_1 and moved on to some other stuff. I converted my procedural level generation to be asynchronous and fixed some rare but impactful bugs along the way. Along with this I added functionality for a scrolling menu in my item shop. As it…
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Tile Art (part 4)
New this week This week I got halfway through a tile and solved my light baking problems. The constant art jail is wearing away at my soul, so after I finish this tile, I’ll detour and work on other parts of the game. Tile Art I made the staircase and stands for tile TS1_1x2_1. The…
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Tile Art (part 3)
New this week This week I discovered a crippling issue with the prefab lighting. None of the solutions are preferable but some are better than others. Alongside this I created the first draft for tile TS1_1x1_2 and added 1 additional item. Lone item Noble’s Cloak +200% Gold Multiplier-50 Max healthNo gold retention for the run…
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Tile Art (part 2)
New this week This week less was completed than preferred. The progress made the tile from last week is essentially complete light baking and all and work has begun on the second tile. Along with this 1 item has been added. Lone item Gold Tooth +10% Gold Multiplier+10% Gold Retention Tile Art Tile 1x1_1 was…
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Tile Art (part 1)
New this week Art jail is rough. I’ve created all the standard geometry for 1 of the 1×1 tiles and replaced all the room prefabs with the correct walls. I discovered a glaring issue with the prefab lighter that had to be remedied. I’m currently in the process of creating trinkets and random props to…
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UI Art & Item Shop
New this week This week I bit two separate bullets. I made a majority of the UI sprites that are used for menus and whatnot. Alongside this I had a friend help me make a more complex save/load system. PlayerPrefs can only take me so far especially when it comes to saving unlockable items. More…
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Items and playtesting
New this week Quite a bit was completed this week. 10 new items were added. The first round of playtesting has been completed and changes were made in accordance with feedback. On top of this a permanent upgrade shop has been implemented and good progress was made towards and item shop. New items Of the…
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Animations, Projectiles & Save Data
New this week A lot was completed last week. Starting with all the goals from last week, including stretch goals. Those being: On top of this a ton of additional features were added. Those being: I’ll wrap most categories non-chronologically. For example, the Melee weapon heading will contain both details on the animations and details…
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Proc gen, Dialogue & More
New this week A lot happened this week. I updated the mini-map to feature doorways. In doing so, I connected the rooms and doorways to the gridding system. Created a boss health bar UI element which involved migrating most balance related enemy values into scriptable objects. And found a dialogue system and adapted it to…
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Updated procedural gen & mini-map
New this week This week I updated my procedural generation system. I fixed previously undiscovered bugs and allowed for the placement of treasure rooms and boss rooms. Alongside this I added a prototype mini-map to stop people from getting as lost as before. This week the devlog is coming 1 day early because I’ll be…