Game
The Last Minute Dungeon

8 years ago

Devlog #3: Enemies ahead!


I added the first enemy to the game. It doesn’t do any damage to the player yet, but the AI - or lack of it - is already ready. Yes, those things will just randomly wander to random directions and do minimal damage. They are meant to be killed, meant to be used farming health and experience orbs.

The upcoming enemies, as seen in this picture (all the sprites are ready):

5d0b69bc2cb18.png

will do more damage and have better AI. Near the room that leads to the final battle there’ll be every kind of enemies, i.e. all five (there’ll be only five kind of enemies), but near the starting point only those “walkers” and “pirate flies”.

In the second round, there’ll be a more dangerous versions of all the enemies. More info about the second round later.

Some notes on the gif:

  • Like mentioned, the player cannot take damage from enemies, yet

  • In future, magic explosions will also hurt the player

  • The magic bottle that restores magic was added since the previous update

  • Now the player automatically gains a little magic

  • The stat levels will affect the player speed and damage output

  • The spinning attack does not do damage correctly yet

In the next update, I’ll introduce more enemies, maybe all four remaining ones!



1 comment

Loading...

Next up

I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!

#metroidvania #pixelart #gamedev

Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").

Night is coming.

Note that "night" is just used to reveal some objects that are required to collect to enter the final area, it's not a distinct game area.

More about it later.

Devlog #4: Chaos! ...and a new story

The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.

Who would have guessed, making a puzzle game with metroidvania-like progression for MS-DOS with CGA graphics didn't really work, but if you want to try it, see here: https://github.com/jani-nykanen/the-curse-of-cga (see "Releases"; requires DOSBox)

I still had fun, though.

Stuff

Devlog is coming once I draw the logo and create the game page.

Here's some #art. You don't have to thank me.

Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:

https://github.com/jani-nykanen/unnamed-dungeon-crawler

Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.