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(2 edits)

Day 5, 6, 7, 8, and some of 9 - who needs a consistent devlog schedule anyway

I am starting to feel the burn a little. Lots of new progress, but perhaps 10 % less than what I would've liked at this point. Anyway, it's going fine! List of new things:

  • Moving between rooms
  • Work in progress pause menu + HUD
  • Rocks, fence posts and trees - got a good workflow of quickly adding inanimate solid objects now
  • Sword pickup + sword attacks (I debated a lot whether to have the player carry around an in actual sword and animate it in-game, or do some kinda pre-rendered 2D overlay as part of the HUD - ended up with the latter, animated in Blender, and hey it looks alright!)
  • Slime enemies!
    • Green is the basic one, 2 HP, fairly random slow movement
    • Blue is a bit more tanky, 4 HP, moves directly towards player, then flees for a while when hit
    • Red is aggressive, 3 HP, moves by jumping quickly towards the player

Here are some GIFs (most of which you've probably already seen on Twitter by now but eh 😜):

Sword pickup - at this point in time the equipped sword is a 3D model... ...which would be difficult to animate, and it causes problems like this Solution: Attacks rendered as 2D sprites, shown on top of gameplay!
Slimes! Putting everything together for the first combat test - it's decent™