Devlog; Goodbye Dead City
By Ember
Dice’n Goblins is still advancing steadily. This month, I’ve received the help of my partner Seto, and a bunch of stuff is moving at a greater pace.
On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends.
The zone contains 15 monsters, all with their moveset and with 10 unique sprites. I’m pretty happy with how it’s turning out. Overall, this part of the dungeon has been a lot of work, and it’s great moving on from it!
On UI side, we have improved the look of things a lot again, with a combat disk, breaking down combat turns.
We have drag and drop for the inventory, because I was seeing playtesters fight with the controls. I develop my games aiming for controllers, because I find it more comfortable after a day of development or drawing. This is why playtests are important (Game support controllers, keyboard and mouse+keyboard and you can rebind controls to your liking).
Some new particles during combat contribute to explaining the battle system visually.
Finally, I added some bigger dice for the end game!
The most fun this month must have been working on cutscenes. I feel like I’m directing a little movie and it’s very rewarding. Seto worked on getting a Steam Build and the Steam integration for the game (Achievements and such), something we won’t have to rush at release.
Next month will be full of surprises! First, I’m taking some holidays (my arms will fall if I code more), I’m starting the Moon Levels for which I have plenty of ideas and we will prepare a demo, to be hopefully released in September.