I think I've come to the conclusion that things are harder when you haven't started them.
Every time I think of a task or something that needs to be done in this game, It's always more daunting and difficult when I'm sitting there like "what do I do". When I actually bite the bullet and start, it comes to me almost naturally. Dungeon generation was by far one of the more technically demanding things to do, but it has pretty much been finished. I have it set up so that it generates an entrance, 5 rooms on the first floor, a staircase leading to the second floor, 5 more rooms, and I have the placeholders for things like puzzle rooms and branching paths as well. This is going to be a little of challenge, but I already have a few algorithm's and ideas on how to combat things like room overlap and clutter.
Dungeon modelling has been a breeze, as I really just thought of things and tried my best in blender to replicate them. I'm especially proud of the way the torches turned out. I managed to combine my love of pixel art and 3d low poly modelling together to give it this cool flair to it.
Next up on the list of things to do is make more enemies, mainly the boss and a few more I want to include in the Alpha, and making the game work online. I also made the decision that many of my songs will probably be left to be heard in Single-Player mode, while when you are playing with friends your music will be the sounds of you and your allies arguing. I feel like I should have multiplayer variants of the themes that can chime in sometimes a-la Minecraft cave sounds.
knyscapegoat
GAME DEV UPDATE #6 [3 on Twitter]
I think I've come to the conclusion that things are harder when you haven't started them.
Every time I think of a task or something that needs to be done in this game, It's always more daunting and difficult when I'm sitting there like "what do I do". When I actually bite the bullet and start, it comes to me almost naturally. Dungeon generation was by far one of the more technically demanding things to do, but it has pretty much been finished. I have it set up so that it generates an entrance, 5 rooms on the first floor, a staircase leading to the second floor, 5 more rooms, and I have the placeholders for things like puzzle rooms and branching paths as well. This is going to be a little of challenge, but I already have a few algorithm's and ideas on how to combat things like room overlap and clutter.
Dungeon modelling has been a breeze, as I really just thought of things and tried my best in blender to replicate them. I'm especially proud of the way the torches turned out. I managed to combine my love of pixel art and 3d low poly modelling together to give it this cool flair to it.
Next up on the list of things to do is make more enemies, mainly the boss and a few more I want to include in the Alpha, and making the game work online. I also made the decision that many of my songs will probably be left to be heard in Single-Player mode, while when you are playing with friends your music will be the sounds of you and your allies arguing. I feel like I should have multiplayer variants of the themes that can chime in sometimes a-la Minecraft cave sounds.
1 year ago | [YT] | 5