The Beginning


So as an aspiring and self taught game developer, I wanted to try and mess around in a dungeon crawler by using a mashup of assets found on itch.io. With this in mind, I created a test level so I can test various mechanics. At the time of this upload, this is what I have done so far.


Current Status

  • I have created a tile-map that can auto-tile easily, for the most part. This includes ladders, bridges, and the walls you see in the screenshots.
  • I have created a player character by the name of Kyle. Kyle is, for the most part with run, idle, crouch, crouch walking, jumping and falling and attacking mechanics.
  • Kyle has the ability to interact with anything that is interactable. Doors, chests, etc.
  • Doors check to see if Kyle has any keys, if he does not, there will be a message that pops up, alerting him that he doesn't have any keys (The message is not yet implemented.)
  • There was a bug in which if you let go of the crouch button before clearing a small space, Kyle would get stuck in an infinite falling animation and be unable to move. This has been fixed with the use of a ray-cast beam, that checks to see if his head is hitting a ceiling while crouched. If so, he will stay crouched until he is clear of the space.


Current Works in Progress

  • Currently a test enemy has been created. The enemy is outfitted with a working health system that will kill it after reaching 0 health. The enemy also has a working animation system, outfitted with an idle, walking, hit and death animation.
  • Currently a pathing system isn't created, so the enemy will just stand still.
  • The enemy is able to be hit by Kyle, and visibly shows a hit animation to show the damage he's taken. After reaching 0 health, the death animation will play and the enemy will be removed from the screen to help save resources.
  • I had created an attacking mechanic that was causing crashes, so this has been scrapped as I think of a new idea for it.


Plans

  • The current enemy plans are to implement a pathing system for the enemy to follow, as well as creating a working attack mechanic. This enemy is ranged, so hopefully it won't be too difficult.
  • The current chest is able to be opened, but nothing is given or appears, so the plan is to implement a visual display on what Kyle get's, whether that's coins, gems, etc.


Future Future Plans

  • To create a dialog mechanic that patronizes Kyle as he tries to get through the dungeons.

Files

KyleKnight.zip Play in browser
28 days ago

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