Week 10—Enemies and Interaction
I should probably say the title is kind of irrelevant to the content of this devlog. It's just what this week was called at uni and I sort of just go off onto my own thing.
Probably going to miss some features because I accomplished a decent amount this week.
I've added a UI to the game for the hotbar and inventory. The player can't cast spells when in the inventory. It doesn't play too well in full screen mode and neither does the health and mana text.
Inventory Closed:
Inventory Open:
The hotbar on the bottom has a character above the slot to show what button is pressed to move to that slot.
The hotbar is split into two parts.
The first part is controlled by pressing Q. This is the currently active potion the player has. The potion is activated with a left click. The way to swap the potion is pressing Q again or right clicking.
Pressing Q cycles between potions of the same type so higher tier health potions will be cycled around and the mana potions won't be looked at.
Right clicking just goes to the next item in the inventory so you can go from health to mana potion this way.
There is a number in the top left of the item that shows how much of the item you have left. Potions can't be used if a stat is already max.
Hovering over an item or spell in the open inventory will show a description of the item like below:
Quite ugly with the other icons behind the text but whatever.
As the description notes clicking on a potion when the inventory is open will also try to use it.
To change spells, open the inventory and the currently highlighted spell will be swapped with the spell that you click on in the inventory.
You can't add the same spell multiple times, but you can set all spells to empty.
Finally added a character model with some basic animations. I can't do any sort of art, so it's just stolen.
Chests function correctly. Pressing space in the radius of a chest will open it and you will be given a pre-determined spell.
I'm fairly sure I must have missed something or I work slowly because it feels like a did a lot more this week.
The last steps for the game that I can think of are:
1. Fix inventory (potential fix in mind) and health text when in full screen.
2. Add more spells, items and enemies. Including art. Very large step (Might do this third?)
3. Build out the level
4. Polish
5. I think that's it.
Other Notes:
Improved mana refresh to 1/s.
Fixed and lengthened I-Frames.
Increased base enemy tracking range.
Files
Magical Dungeon Hunter
Status | Released |
Author | charliecooper03 |
Genre | Action, Adventure |
More posts
- Documentation + User GuideOct 16, 2022
- Week 12—TestingOct 10, 2022
- Week 12—Polish and UIOct 09, 2022
- Week 11—Presentation and GraphicsOct 02, 2022
- Week 9—Basic Level BlockingSep 19, 2022
- Week 8—Player MovementSep 08, 2022
- Game ConceptAug 25, 2022
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