Week 11—Presentation and Graphics
Not sure of the specifics of what I achieved this week (last week).
Had to remove the camera confines as it was creating weird tracking behaviour and I don't really know how to fix that, also don't care enough.
Fixed inventory showing up differently with different aspect ratios/dimensions.
Finished off all the spells and made a decent start on building out the dungeon.
Added textures to the basic enemy. Now a slime.
Yes, I know the inventory isn't the most beautiful thing in the world.
Not all spells have full descriptions yet and some spells don't track enemies too well, but I'll just pretend I didn't notice that.
Here's the current map:
The three larger circles are planned minibosses. You have to defeat all three of them before the big circle in the centre opens up.
The rooms don't contain anything except for the first one as of now.
Some rooms can't be entered without solving an extremely difficult puzzle that involves shooting a torch with a spell that would generally light a torch. E.g., anything that explodes, uses a fireball or uses lightning.
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 10—Enemies and InteractionSep 25, 2022
- Week 9—Basic Level BlockingSep 19, 2022
- Week 8—Player MovementSep 08, 2022
- Game ConceptAug 25, 2022
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