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
- Kbjwes77 has been working hard on composing music for the game, and the prototypes are sounding really delicious!!
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™ |