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
I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.
https://opengameart.org/content/base-character-spritesheet-16x16
It turns out that I can't draw a skull from the side so it ends up looking weird from the profile view. It still looks small compared to the player sprite, but I plan on using the same base sprite for the player.
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gamedev
Replaced the BS Zelda Darknut sprites with my own.
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gamedev
Made it so that the final boss level is just two rooms. Though I haven't made it so that the store doesn't spawn in the boss room. I've also disabled the staircase for the boss fight until it's defeated.
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gamedev
Replaced the copyrighted placeholders of many of the game's items with sprites of my own.
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gamedev
Implemented a dungeon map.
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gamedev
Made the boss drop an item upon defeat. The leaf is just a placeholder. I don't know what it should be in the final game.
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gamedev
Finally starting to replace the copyrighted placeholder sound effects with either effects of my own or stock sound effects. Though, I couldn't find a good enough sound effect that goes well with the sword attack. The player merely thrusts it (like in Zelda 1), and all the sound effects I could find are more fit for a swinging of a sword.
I tried to take a knife-sharpening sound effect and edit it in Audacity to try to make it sound more "SNES-like" (lower the sample rate) and changing it to a 16-bit PCM, but I don't think it turned out to well. I also need to take into account that there is both a wooden sword and a metal sword.
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gamedev
Worked on the credits screen. I switched to a completely different format for the file. I also included my "company" logo at the end.
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gamedev
Changed the sword sound to a "swing" sound and replaced the door sound with a free asset.
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gamedev
Replaced the BS Zelda "hit" sound effect with a stock asset. It kind of reminds me of Terraria.
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gamedev
Boss now explodes on death.
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gamedev
Boss now drops the key which leads to the room with the MacGuffin item. I think it's slightly more climatic that way instead of it just ending abruptly.
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gamedev
Music now stops after defeating the final boss.
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gamedev
Placed the end-game item on a pedestal.
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gamedev
Decided to bite the bullet and add bombs because I feel like I need at least one more boss fight in the game. If I can't make bombable walls, then I can just have enemies that can only be killed by bombs instead. The game is too boring with just a sword.
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gamedev
Explosions now kill enemies.
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gamedev
Increased the size of the explosions.
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gamedev
Key now only appears after killing all of the enemies in the room.
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gamedev
Finally added something that I should've added at the start: a debug menu. I don't know why I keep on putting off doing this. Debug menus are so useful, but up until now, I was debugging levels by modifying save files instead.
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gamedev
The blue Dark Nut-like enemy can now only be attacked via bombs, finally giving the bombs a practical use.
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gamedev
Created a second boss. This one is like the Dark Nut-like enemy, but you have to bomb it once, then it turns yellow, then you can strike it.
The screen goes black in the video because the game crashed due to a segment fault.
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re: gamedev
re: gamedev
@coolboymew That would require a raycasting algorithm for the 4 directional explosions.
re: gamedev
re: gamedev
@Forestofenchantment No. I have no experience with network game programming.
re: gamedev
gamedev
The final boss now shoots projectiles at the player. I tried adjusting the timing of when the boss shoots the projectiles, but I either have the boss fight being to easy or it being borderline impossible. I should probably accept that the game will have an anti-climatic boss fight.
I thought about having the boss drop some McGuffin item that will end the game, instead of just opening the staircase, but I don't know what kind of item it should be.
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