Dev Log 3 - The Vertical Slice


This is the first truly playable build of our game. It contains most of the intended features and mechanics.

Room Generation:

Our room generation code is mostly functional. The rooms generate one by one, spawning a room, spawning a connector and then spawning another room, repeating the sequence until a target room amount is reached. It is completely customisable, and we aim to have presets of room counts depending on the floor. Once all rooms have spawned, a set of boss rooms is created. This consists of a pre-boss room, boss arena and floor transition. There are some issues that will need to be fixed. 


Boss Fight:

We have a temporary boss fight in the game. It is intended to serve as a placeholder, though the boss will be reused later on, after it is finished. 


Room Decor:

Rooms now appear with certain themes and decorations. There are also some rarer rooms that spawn less frequently. 


Player Movement:

The player movement has been smoothed out and feels much cleaner and responsive. 


Enemies:

The first enemy has been implemented codewise, though it's current design is meant for a separate enemy. 


Some features, such as items, could not be implemented in time, and thus, will be implemented later on in the development cycle.


Thank you for reading. We hope to update even more soon. 

- Eoghan (Sound Implementation, Project Lead and Room Code) 

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