Game
Dungeon Paths

4 years ago

DUNGEON PATHS September updates! #gamedev #indiegamedev #unity3d


Well, I have definitely been busy this month when I look back at my code submissions, so let's get cracking...

At the start of September I got a basic Barbarian animation in for the Diving Eagle - a drop attack which will cause enemies to be thrown back if they are in range.

I also gave him a 'kick' ability, which works very similar to the Mages' Blast spell, but will be paired to a kick animation which I have yet to do.

But this month I have mostly been doing level design (which is my 'proper' job anyway) and I spent it coming up with ideas for Assassin and Mage levels. Since the Mage was further along in terms of game systems I decided to make a test level for her, so that I could try out all her spells on enemies and with puzzles, at the same time as testing and tweaking the movement system.

I designed a hub-based level, with three areas branching off (for her three spell tiers) and began blocking out the first area.

magetestlevel004.png

It was great fun thinking how her spells could affect the environment in terms of puzzles, and it also helped boost my productivity, as I ended up making several door types, burnable planks, enemy spawners and other interactive elements I needed.

magetestlevel003.png
magetestlevel005.png

In particular I liked making that bridge, as the player has to use the Gust (air attack) spell to make the wheel spin, which in turn causes the whole bridge mechanism rotate so they can cross the gap. Of course they are then faced with a spell shooter on the wall blasting a fireball at them down the bridge, which is how they learn how to use the Air Gap (air defence) spell. Yes, that's a crap name, but it'll do for now :)

And if you're interested in the whole level design process I went through, I have a longer process post on itch which I will to link here, rather than just repeating the information: https://tonycooper.itch.io/dungeonpaths/devlog/182174/september-update-04-level-design

And that's been my September!

This month I will be continuing to work on the Mage test level, adding more interactive stuff, kill boxes, save/load functionality, and setting up the other two areas of the map.

Tony.



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