by War Lord | Jul 22, 2017 | Development Blog, Dungeon Disaster, News
I worked on a lot of code cleanup this past week as well as a couple new features. The first thing I tackled was the text box popup. It just closed when you used your sword and also still swung the sword. I needed it to speed up the text the first time and close the...
by War Lord | Jul 16, 2017 | Development Blog, Dungeon Disaster, News
Almost all of the placeholder artwork has been replaced. Only a couple items and a few enemies remain. I’ve worked quite a bit on a lighting system and the underlying code to allow it to be a bit flexible. I was on the fence initially if I liked it, but it has...
by War Lord | Jan 28, 2017 | Development Blog, Dungeon Disaster, News
This week I spent a little time coding out how a credits screen should work. I figure I’ll keep track of credits on the screen rather than a bunch of notes made everywhere, and then they’ll be ready to go. I spent a lot of time over complicating this when...
by War Lord | Jan 21, 2017 | Development Blog, Dungeon Disaster, News
I wanted to add chests so that items aren’t just out in the open. I don’t want the player to know what item they’ll get if they bomb that block. Let’s make it interesting. Creating a working chest is no big deal. Deciding out to give out the...
by War Lord | Jan 14, 2017 | Development Blog, Dungeon Disaster, News
Spikes One of the floor types I had in mind were spikes. They can make the room a little more dangerous and potentially allow some puzzle-ish stuff down the road. If nothing else it will at least help increase the different types and layouts of potential rooms during...
by War Lord | Jan 7, 2017 | Development Blog, Dungeon Disaster, News
It’s been a fairly busy week. I started working on a new “Knight” enemy. He will randomly move around the room until you exist on the same plane as him, at which time he will charge at you. I am going to have to limit the Knight to exist with no...