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
Added the first and possible only boss, which will appear in the final floor. It's basically just like the Ghoma in the Zelda games except you attack it with the sword as it's the only weapon in the game.
Though given the limited window to attack and the fact that it takes more time to charge at the boss than it is to strike it with a projectile, I don't know how this boss battle will pan out, but I feel like without a proper final boss, the game would end anti-climatically. Also, due to the fact that levels are randomly generated, there is also an issue that the final boss room can be entered from the south, meaning that you will end up behind the boss when the battle starts. Maybe, the final floor can be just a single corridor that leads to the boss, instead of a randomly generated dungeon like the rest of the levels.
Anyway, I just want to get this over with and move on. After working on this project, I can clearly see why Nintendo never considered making a Zelda game with random dungeons. Not saying that it's impossible, but there are so many things you need to take into account (lock and key placement, metroidvania elements, etc) and they are much harder to implement in a randomly generated dungeon compared to a simple roguelike dungeon.
After this, I plan on creating a simple adventure game to practice things like event flags and dialogue trees.
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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
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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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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gamedev
Added a trap door to prevent the player from escaping the boss fight. It's currently using the regular door sprite as a placeholder. The final sprite won't have a keyhole.
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gamedev
Trap door now has it's own sprite and sound effect for when it closes. The McGuffin sprite is now a mirror. (shout out to @Mr_NutterButter for the idea)
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gamedev
Working on the end text for the game. It's obviously in a rough state right now. I need to implement proper word-wrapping (the current text is wrapped manually), and have it better timed before the credits.
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gamedev
End text is now word-wrapped and appears letter-by-letter.
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gamedev
There is now a freeze frame when a boss is killed.
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gamedev
There is now a spark where your sword strikes during the boss kill freeze-frame.
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gamedev
Fixed the bug from the last video.
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gamedev
Added the fourth (and second to final) boss. I plan on having it teleport after shooting.
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re: gamedev
re: gamedev
@lina There aren't that many TTF fonts on OpenGameArt.org and implementing bitmap fonts would be difficult in SFML. Though, I don't like this font anyway because no matter what strings you display, the text will always be in all caps.
re: gamedev
re: gamedev
@lina Might as well. I tried another font, this time from 1001fonts and the same problem persisted, though I have no idea why it's showing three squares instead of one.
The prologue text was AI generated because up until recently, this game didn't have a story at all (it's just a practice game for something bigger). I decided that the end game item should be a mirror after someone suggested it, so I had ChatGPT write a quick prologue to give a backstory.
re: gamedev
@lina And it worked (obviously). Thanks, but this problem will eventually come back, when I inevitably write text talking about ownership.
re: gamedev
gamedev
Started creating a prologue for when you start the game. The White rectangles appear presumably because the font I'm using apparently doesn't support apostrophes.
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