A Dungeon Exploration game made with godot using a complex inheritance system!
JameDev
Check their projects out: Cactusland, Sand Simulation
Euan 'The Present' Ripper
Check their projects out: Conways game of life in p5.js, Sand Pile Symmetry
Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Added spawners and fixed mobs seeing through walls. Finished start and stop now I only need to add sound effects.
Improving maths, almost done with the mob AI. Will need to implement with all other mobs. Thinking of creating a skeleton army and a boss fight with a minotaur, then finish.
The graph below shows the how my mobs will move inside the circle (red) if it is standing at the very top. Green shade represents all possible directions it can go to.
Created ES3 damager as well as a tilemap layer for auto-generating patterns for the floor, giving it a better look. All character logic will be done soon. After that it's simply a matter of dungeon generation and we're good to go!
Minor Testing and designing the damaging characteristic of the entities as well as the special move of the playable characters.
Recreating the entity system.
CS Terms:
I have been using an inheritance system to make my entities consistent but it was going downhill. Apparently, Godot's specialty is in composition. So I'm remaking my enitities using that.
Here's the demo for the wizard I just made with this new method. (Sprites need alignment)
Fixed Screen fitting, it now covers the entire screen. Added a camera to the character and added a player spawner to make it easy to swap characters.
Fixing up a few little quirks, created a dedicated spawner, I just need to drag-and-drop a rectangle and I can spawn anything I like with random coords inside the region. Fixed the issue where the get stuck in the hurt animation for a while. And, added a new mob, the plent. A giant plant that can attack with it's vines.
Cleaned up the enemy code. Now the game works as intended. Enemies don't have a combo cooldown, they just keep attacking you. They can however be stopped if you hurt them. Unfortunately that just means you can chain combos endlessly to win.
THIS IS WHY THE TRAP ROOM WILL HAVE 100 SKELETON WARRIORS. YOU CAN NOT RUN!
Player and Enemy can fight now. Enemy code is still crude, needs a bit cleanup. Also basic enemies are way too powerful even in a one-on-one. Need to find a way to add a combo cooldown otherwise they just spam the player to death. THEY DON'T STOP EVEN IF YOU HURT THEM THEY ARE TOO OP.
Successfully setup a state system, now it's just a matter of individually tweaking the abilities themselves. I had to sacrifice the jumping ability for this. Jumping is too complex for a 2.5D World like mine.
Creating a player, halfway done. Need to create reusable scripts. After I'm done with this, it's just a matter of import and critical updates to make new playable characters.
Finished the base class.
Enemy has a basic loop, can find nearby players, face a specific player, take damage and die
Creating a base class for enemies, this will later be extended by each enemy mob.
eg: Skeletons, Fire Spirit and Plent
That looks correct.