5DG #2


Done:

  • Basic tile-based arena with tiles that move up & down, and a manager to control their rate of movement, with a kill plane below.
  • Simple character controller that runs, strafes and jumps over gaps, getting propelled upwards when it touches the lava.
  • Orientation system based on mouse cursor to make the character able to strife without removing the distanced camera ideal for platforming.
  • Enemies with simple AI that follow the player through a navmesh that gets carved by the moving tiles, engaging when within distance.
  • Punitive souls-lite combat system with parrying and dodging that pushes the player towards using deeper mechanics and movement.
  • Potion rewards based on chance that spawn on killing enemies.
  • Equipment system with damage variation, simple loot drop & item pickup.
  • Simple elemental effects for weapons (slow chance, burn chance, crit chance, life drain, regeneration, dodge boost, bonus damage, etc).
  • Added different animations and timings for weapon types (light, medium, heavy).
  • Completely revamped the core of the game to remove the platforming elements, instead making the arena walls separating each tile the moving tiles, as well as making some gates that need keys to be open, creating different dungeon layouts over time.
  • Made the manager pick spawns for items and enemies based on how far and how reachable the player is.
  • Added a fail state that give statistics (enemies killed, gold earned, parry accuracy, etc) and allows to reload the game on death.
  • Added a simple progress loop to spawn treasure around for the player to collect, as well as keys to open doors.
  • Added rarity tiers to the weapons spawned for enemies, with higher damaging ones spawning less.
  • Added a total of 37 weapons, with aprox. 8 for each type (hand axes, swords, greataxes, greatswords and daggers).

Im really happy that I managed to see a way out of that design struggle with the platforming elements. Good jumping and physics with navmesh agents and Unity's default character controller is just too much to ask. The varying-wall degisn is almost identical to the varying-platforms in terms of implementation, solves the same problem of longevity I was trying to solve before and creates a much more cohesive experience with the other core loop of combat and doesnt bug out every five seconds.

I've wanted to implement a procedural weapon system for a long time now, specially one that gave the enemies the same exact items the player uses, with the same effects and all. This was a very simple implementation of it but Im really satisfied.

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