Game
Sons of the Void
9 years ago

Devblog 3


UI & Weapons by Luigi

I’ve been working on finishing the UI we’ve got for now:

  • Visual cooldown timers for our character’s skills

  • Weapons HUD, which provides feedback the weapons we’ve got available, letting us switch amongst them, too.

Since the player can also increase its character’s level, we’re also testing the experience gain UI, as it can see below.

5d0b8082a24fd.gif

I’ve also been adding extra functionality to our weapons system and I’ve been creating the first basic weapons: Shotgun, Gun, Machine Gun and Laser Weapon.


Dungeons by Alberto

Most of my work had to do with the “dungeon generation algorithm”. It has been a tough week because part of the implementation that I had figured out (took me about 1 week and a half), had to be discarded.
The problem was that all the corridors in my algorithm only occupied 1x1 tiles. After implementing the final corridor, it turned out that it takes 4x6 tiles, so it breaks the logic of how corridors generated themselves.

So now I see 2 new possible implementations:

  • Think from scratch a new algorithm for the corridors

  • Completely discard the corridors and implement something like in the Binding of Isaac/Zelda style

I’ll work on the easiest solution for now, so at least we will be able to test the flow of the dungeon (combat, enemy waves, etc.)


Particles & FX by Julio

Mainly I’ve been working on FX & particles inside Unity. I haven’t used them for a long time so first I had to experiment a little with them.
I finished the particles for a new enemy called “the mole” (just a temporary name), who digs and travels underground thus expelling a lot of rocks around while doing it.
Also, I have started with one of the attacks of the main character. The attack consists on throwing a black hole, so all enemies that are close to it get attracted and then pushed away. Particles are already implemented, but they still need more polishing.

5d0b8084b6233.gif

I also did some UI artwork for the weapons system, one dodge animation for the main character and some minor fixes in rooms design.


Tiles by Dani

I’ve invested my time in making tar pit tiles and finishing a group of walls (also tileables) for the first dungeon. After that, I made patches for the walls, mainly rocks and hyphaes (roots), in order to hide the edges of the tiles to make them look more natural.

5d0b80894df9a.png

Like always, I’ve kept working on props:

5d0b808b7e108.png

and make the first skills images just for testing.

5d0b808ddedf0.png


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