gamedev
I'm thinking about what else to add. I could add more enemies, but I need to come up with enemy behaviors that don't require major reconstruction of the base Enemy class.
I don't know if I will add bosses because the player only equips a sword, which severely limits the potential for boss battles. Originally, I planned on having the player equip bombs for bomb-able walls, but placing such walls would've been difficult for the dungeon generation algorithm. Arrows and other projectiles seem kind of pointless. Either I limit the amount of arrows that can be shot/thrown, or I give the player unlimited arrows. The former would make it frustrating if the player was in the middle of a boss battle that required arrows and he/she ran out. The latter would effectively make the sword useless. That leaves only the boomerang as a possible second weapon.
Anyway, I don't plan on making this game grand or anything. This is really just a "practice game" for something I plan on making later on. That future game will have a much better dungeon generation algorithm.
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gamedev
Well, I did add one enemy, but it is just a stronger variant of a previous one.
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gamedev
Added a slime enemy that takes one hit to kill.
I plan on balancing the enemy placement, having the stronger enemies appear in later levels because right now there is no change in difficulty whatsoever.
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gamedev
Added text on the health bar to represent the HP and maximum HP.
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gamedev
Key and shield icons are now dark when they player doesn't have them, but light up when the player has them, instead of just appearing on the HUD when the player has them. The sword icon now indicates whether you have the wooden or white sword.
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gamedev
And I forgot to upload the video.
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gamedev
Adding the difficulty curve to the game by making it so that certain enemies only appear in certain levels. For example, for the first four levels, only the slimes and skeletons appear.
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gamedev
Added a "game over" jingle.
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gamedev
I'm now in the process of replacing the copyrighted assets with free-to-use assets or my own. So far, I only replaced the graphics for one enemy.
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gamedev
Replaced the BS Zelda slime sprites with my own.
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gamedev
Replaced the sprite for the blue octorok-like enemy with one of my own.
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gamedev
Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.
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gamedev
@beardalaxy That sprite looks more suited for roguelikes anyway. The animation is also way too fluid, I could skip some frames in that animation, but the license is a huge deal-breaker. Codeberg requires me to put everything on an open-license.
The enemy doesn't have to be a skeleton. There is no mention of it being a skeleton in the source code and it doesn't throw bones or anything like that. I just used what made sense using BS Zelda's spritesheet as a placeholder. I also used BS Zelda sprites as placeholders because the size of the characters and tiles are the exact same.
gamedev
@xianc78 https://snoblin.itch.io/top-down-skeletons
those look a lot closer to your proportions. it's $2.60 though and obviously not a totally open license. still pretty cheap though all things considered and it might look better.