Part IIX - Into the Dungeons


After cramming in basics all weekend, it was time to start expanding the variety of the levels, and attempting to integrate some more unique mechanics and challenges.

Into the Dungeon


The dungeon tileset is starting to take shape, and will decorate a few subterranean areas. I have some doors that are timed (pictured here) which the player won't be able to pass un-assisted. Yes, I am hinting at a gameplay mechanic - a time shifting feature that I am currently playing with.

Bug Fixes?

Yeah, I have had to fix alot of bugs over the last two days. I am at least excited that the bugs I find myself encountering are less fundamental to the game than in past projects I have built. So, I am able to resolve most of them relatively quickly. I hope this trend continues!

Some other Stuff

I have also finished basic implementation of some HUD elements, like the health bar and coin counter:


And I have been quietly working on other elements that aren't yet fully implemented, like this thing:


And Music?

In my recently posted video (from the last devlog) you may have noticed some music as well. I actually used a tool in Bandlab that generates small riffs using an AI algorithm. The results weren't amazing, but with a few slight tweeks they seemed *acceptable* to use in my game for now. So I exported a couple WAV files, edited them to make them loop seamlessly, and slammed those in as well.

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