Design and Presentation


Please see main page for the current build.

This is an exhausting step. While the main point of my recent progress was to emphasise the presentation, a whole slew of issues appeared which needed addressing.

As stated in previous DevLogs, the character would be able to change weapons interchangeably, and they all have different stats that impact gameplay. This is fine, but to make sure they interact in meaningful ways, there's a lot of consideration that comes into effect.

A snippet of code from the 'WeaponStats' script
This is the initialisation of the weapon as the game loads in, which sets the weapon's default stats. In the future, this will be handled by passing the "itemID" into an array that automatically fills in these details in its own method, these variables will remain public because almost every other object in the game will use these values. For example:

The stats of an enemy, from the 'EnemyStats' script

The 'GetWeapon' method from the 'EnemyStats' script

A snippet of code from the 'EnemyStats' script

The knockback of an enemy is based on a simple formula: find the direction away from the player, multiply that by the product of the weight of the enemy and the knockback of the player's weapon. This makes sure to account for every variable, and allows for future implementation of another weapon. Creating that weapon will just involve using different artwork and deciding on their stats, which allows for much quicker implementation but the groundwork needs to be laid first.

Of course, the damage stat of the weapon is also received and negated from the enemy's health, but the method might be improved by adding a resistance stat and (maybe?) elemental weaknesses.

New Features:

A lot of work has been put into the UI, at the moment a status bar showing health and mana and a map is implemented (with limited functionality). 

Status bar that reflects the player's health and mana

 

Map that updates as the player moves through the dungeon
The status bar draws a health bar that updates as the player takes damage or heals. The mana is useless for now, but will be used to activate magic abilities. The map will update as the player moves through the dungeon, showing the random arrangement of the dungeon. For now, there is no indicator as to which room you're currently in, but I have been struggling to find a good way to represent this that is obvious but fits with the style of the game.

Gameplay Update:

The player can now no longer act like a Beyblade and spin rapidly and damage enemies. The movement of the character is now 'lerped' with a step speed that decreases while attacking to add some challenge to the combat and force the player to make more thoughtful decisions. Note: This is most likely the final design for the control of the character, I'm contemplating adding an evasion button, but I'm not sure that it should be an ability the player always has access to and is instead hidden behind a power-up of sorts.

The enemies will spawn in groups in each room, pulling randomly from the floor's enemy pool. For now they are boring skeletons, but future enemies will have ranged attacks and may be more goblin-ish. :)

There are a few obvious bugs, but they will be squashed later in production. 

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