For the past week, the primary focus of development have been to get a dungeon prototype working. It’s a little rough around the edges still, but it works. And that’s the most important. Dungeon layouts are inspired by the first Legend of Zelda on NES, being made up of rooms that must either be cleared, have a puzzle solved or a key to unlock doors in order to continue. With the basic groundwork laid out, it is now time to create all the different elements to create puzzles and more interesting rooms. So far I have created buttons, hit triggers and boxes that can be pushed around, as well as some traps.
Whenever you enter a room with enemies in it, the doors are locked and you must defeat them in order to unlock the doors again. Should you die, you’re returned to the dungeon entrance and must start over again. Since death comes easy, dungeons often contain a well of restoration to restore your health which you can return to when you need some health. Beware though, as they have a limited supply before they run dry and you can’t drink from them any more.
Another important aspect of dungeon crawling is the loot you’ll find. Dungeons contain the most powerful items in the game, and it’s often crucial to get it in order to defeat the boss. Boss rooms are clearly marked, so you’ll always know when you’re about to enter it. It’s usually a good idea to save a few drinks in the well before going in. Defeating a boss rewards you with a health boost and some sweet gear.
Another tweak added by popular demand of people who have playtested the game so far is different control schemes based on if you’re using a gamepad or not. Previously the player character would look in the direction you’re walking, either with WASD or the arrow keys. Now you can walk freely and look in the direction of the mouse instead. Basic stuff, but it’s much easier to get used to. Using a gamepad you walk with the left stick and look with the right stick. Standard top down controls in other words.
That’s all this week, come back next tuesday for more.