Devlog Week 4


Improving Presentation

Got a decent amount done this week. The first thing I worked on was the graphics of the game and the UI layout. I redid the entire tile set for the level as the first one was done fairly quickly and looked fairly scrappy to me. The newer tiles are also a different colour from the player so that it is much easier to see where you are. I also created some torches to give the level a bit more visual interest. I've also added some effects to the camera, vignette, bloom and some colour grading to make it look nicer. The effects mostly work towards making the colour a bit greyer and darker with a shadow around the outside to help set the mood. The bloom has a slight red glow which to me gives off a nice sort of evil magic vibe.


I've also improved the UI layout so that there is a black bar on the screen out of the way of the game with information on it. Before I had just added items as I needed them but now the UI is divided into related areas. Player stats are on the left, then there is information regarding score and then info regarding the wave of enemies, all grouped together to make it easy to know where to look for information.


Leveling and Shop

I've added the leveling mechanic and a shop to buy more projectiles. The player can spend their points to level up and buy thing, hopefully encouraging them to try and build a bigger multiplier to make the game easier, thus allowing them to get a better score overall. The three projectiles have been implemented now as well, they are:

Daggers that breaks on contact with anything

Axes that can hit a few enemies before breaking

Javelins that will continue until they hit a wall

It cost more to get each type so the player will have to use the more expensive ones better.

The player can also increase their health, damage, attack speed and movement speed using points as well. The UI for this is similar to the top bar to keep in consistent. They player can now also charge up their attacks for a damage boost.



Issues

There is still a weird problem with collision using unity's OnTriggerEnter2D function. For some reason there is multiple hits registered on the player when they are hit even though there is only one hit box. I am going to have a look at this during the week.

Files

Build.zip Play in browser
Oct 02, 2021

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