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
Added a third boss, which can be hit anywhere except head-on.
You may notice a glitch around 00:35. I have no idea how that happened. The sword is still in it's place after the last thrust but it sets the "active" flag to false when not in use, so it shouldn't be detecting collision.
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gamedev
Fixed the bug from the last video.
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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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gamedev
Added the fourth (and second to final) boss. I plan on having it teleport after shooting.
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gamedev
Boss now teleports.
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gamedev
Boss now faces the player (within the constraints of 4 cardinal directions).
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gamedev
Boss now has sound effects when shooting energy balls.
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gamedev
Decided to call my game Refactored Depths. The name is a mirror reference and a reference to the randomly generated levels.
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gamedev
The levels are now bigger the deeper you go. It was something that I realized that I haven't implemented yet. This is the second to last level and the video demonstrates how it's bigger than usual.
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gamedev
Title screen finally has a logo.
Shoutout to @Mr_NutterButter for designing it.
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gamedev
@xianc78 @Mr_NutterButter refaotored depths?
gamedev
@beardalaxy @xianc78 Fuck I forgot to spin it to make a C instead of a O.
LoL
gamedev
@Mr_NutterButter @xianc78 there's also no R
gamedev
@beardalaxy There is it's just decaying
gamedev
@Mr_NutterButter ref*r*actored
gamedev
@Mr_NutterButter @beardalaxy It's "refractored".
gamedev
@xianc78 @Mr_NutterButter not anymore it's not