Game
Cutre Dungeon Prototype

6 years ago

Third Devlog: The Doors.


Hey!

So, now the game has some doors that responds to the player input. Instead of making a big script only for the door, my idea was to make some little scripts called when the player presses the action key. Therefore, the door itself has an “Action” holder and little actions like change the sprite, deactivate the collider, etc.

Last week I struggled a lot with Unity’s serialization and lost the battle. But, there’s the “Cutre” way to do things and this week I accomplished my objective. The idea is to make the objects (entities) more modular and flexible, with an easy way to add and remove behaviours.

The next step is to create a health bar, a dead state and one enemy, one trap. For the trap I’m thinking of some basic but effective spikes. I like spikes and, with the modular action system (I think) it would be easy and fast to create fixed spikes and one’s that hide and show, hide and show.

For the enemy, instead of pathfinding and difficult AI, I guess I’ll go with a simple runaround enemy. Simple and effective.

That’s all for my third devlog. Have a good day and a good week.

PD: Yeah, today’s devlog have a crappy gif too.



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Second Devlog: I Can move things!

Fourth Devlog: My code is a mess!

Another devlog!

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#screenshotsaturday

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📺 Full Video: https://youtu.be/5qEbVXg7GaQ

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