Basic Level Blocking


Checkpoint 3: Basic Level Blocking

Since the last update, I've implemented a few major components to the game.

The first of these is extended player control. In the initial Devlog I stated that the intention was for the player character to have floating arms that held weapons. In this version, the player has a sword and a shield. You are able to move around the screen with the 'WASD' keys and swing the sword with the left mouse button. The shield can be 'raised' by using the right mouse button. In a later version, the shield will be able to deflect/destroy enemy projectiles. For the moment, the player is able to swing the sword and deal damage to the skeletons.

The second major component is the dungeon itself. The initial demo had a single room and contained four barriers that the player could not move past. in this version, the player is able to traverse beyond the current room, which will always have a door facing up into another room. Every time that the game is run, the dungeon is randomly generated. Shown below is a gif of me zooming out on the main scene and showing the procedural generation over a few attempts.


This is done quite simply by creating a whole bunch of prefabricated rooms that have 'spawn points' on each door, which create rooms up until a limit is reached. Note that some rooms have doors that face outward. The doors are part of the pre-set room layouts, but the doors will soon disappear outside of the player's view. This isn't optimised in the slightest, but it performs its function (for now). The floor layout is a little bland for now, but I plan on each floor to have a different theme, that is more exciting than a few bones in the corner.

The third most important part of the update is enemies. However basic, these skeletons will spawn when the player enters a room and moves towards them. They move slower when they're closer and faster when you're further away. This probably won't stick around, but I was playing around with the enemy movement and needed to test the responsiveness of it all.

A smaller, yet important, component I've worked on is the art and the animations. The player sprite was improved, the resolution of everything is was adjusted to look less blurry. I also did art for the skeleton and settled on a style for the 'arms' to be displayed. As the demo shows, the player has an object in each hand and I've tried to make it look as if the player is telepathically holding them.


Obviously, the script for the player aiming toward the cursor is adapted from a previous tutorial, but modifications have been made to help implement it into my game.

I've also made some rough drafts of the music to be implemented, they should make an appearance in the next update!

Files

CotL v02.zip 4 MB
May 02, 2021

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