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Pit Raiders (Sorta)Weekly Devlog: Building Bricks

Sorry for the delays in devlogs! I've actually been crazy productive lately. Been designing levels, fixing mechanics, and had to rewrite unity's base lit shaders (UGH that sucked.)


The game is actually almost entirely functional now. My goal of releasing early next week is now being pushed back to hopefully Friday. I can't really do the entirety of chapter 1 like I wanted to, so my goal is to make more of a competent demo, showing off a few maps and the basic mechanics of the game. Next week I'm going to finish up a few levels, do some testing, then hopefully have a release for you all! This has been a particularly difficult part of the game to develop, since all the work I've done has been split between creating assets, deciding on overall logic, and maintaining responsible computational impact! I've learned a lot though. 


Here are some of the big things I've developed since last devlog: 

-Animation script, can be activated by objects or by player inputs like walking or interacting.

-Alchemy minigame and combat can run without loading screens, and transition back to the map without desynching scripts.

-Dialogue script is functional. It has a few lil quirks but I'm still tinkering with it!

-Run logic is mostly done! The game plays a little like hades, where the next room is randomized with the ability to choose between some options.

-Level designs have been optimized, still working on building levels that are pretty and interesting to play. 

-Reimplemented perspective camera logic to handle parallaxing. Still working on some visual bugs.


It may come across as a lot of gibberish but these systems together make up the bulk of the necessary components of my game. The work done this month may not be super content heavy but it's set an important foundation to move forward. Thanks for your patience, everyone!

Pit Raiders (Sorta)Weekly Devlog: Building Bricks

Comments

looks good! can't wait to try it!

Norp Norp


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