After a period of being set on the proverbial backburner, work on this project is officially resumed. I plan to update the game about every two weeks (the time it usually takes to get anything substantial done).
I’ve updated the build, though as far as playability goes it’s a step backwards. Hopefully I’ll be able to get attacking enemies back in by the next update.
The original concept has shifted slightly. Dungeons are now procedurally generated. Its not very feasible for me to manually assemble every level, and it makes the game more replayable. Of course, the existing mazes are a far cry from anything you would ever want to replay, but its the thought that counts…
Also, I originally tried to avoid Character Classes in favor of a less cut and dried customization system, but as can be seen, I’ve chickened out.
Conclusion: the game is still breathing, but you should wait a few weeks to try it out.
Changelog:
Revised character creation system (~60% complete)
Procedurally generated mazes.
1 of 6 classes available.
Main sprite is now visually distinguishable from a blob, bear, bunny, etc.
For better or worse, resolution increased. (256x240 -> 768x720)
Pathing on most weapons is improved
The known bugs from earlier builds have been fixed.
Jumping enabled.
Strafing enabled.
Controls should be slightly more ergonomic.
Start/Shift menu is destroyed.
Enemies cannot attack due to WIP programming/refactoring stuff.
Goals for next update:
Xbox Controller Support(so you don’t have to have 15 fingers to play)
Enemies that move and attack in such a way as to provide gameplay
A boss
An objective
A real shopkeeper
Skill Trees
Working Abilities
Isomorphic pathing
Bearable Graphics
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