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gamedev 

Replaced the copyrighted placeholders of many of the game's items with sprites of my own.

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.

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.

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.

gamedev 

Changed the sword sound to a "swing" sound and replaced the door sound with a free asset.

gamedev 

Replaced the BS Zelda "hit" sound effect with a stock asset. It kind of reminds me of Terraria.

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.

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.

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.

gamedev 

The blue Dark Nut-like enemy can now only be attacked via bombs, finally giving the bombs a practical use.

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.

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.

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)

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.

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.

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.

gamedev 

Added the fourth (and second to final) boss. I plan on having it teleport after shooting.

gamedev 

Decided to call my game Refactored Depths. The name is a mirror reference and a reference to the randomly generated levels.

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.

gamedev 

Created the last boss. (Last boss created, not the last boss that appears in the game.)

gamedev 

Created a new room layout. Zelda 1 had water-maze rooms, and I realized that mine didn't so I created one. Though I am kind of limited because the key will always be placed in a random room and the room coordinates for the key (in tiles) is always (10, 5), so I have to accommodate that when designing rooms like this.

gamedev 

Added a blue sword, which is even stronger than the white sword. There is no shop item for it yet, and as you can see in the video, there is no HUD icon for the blue sword either.

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gamedev 

Octorok-like enemies now shoot after walking a certain distance instead of being timer-based. SFML's built-in timers run with no way to pause which is why you often see them shooting when the player enters a room. This is honestly a better approach to this.

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gamedev 

Main menu now has a background. It honestly looks like the most professional thing I have ever made.

gamedev 

Boss now only appears after the player is out of the doorway and the trap-door closes. This prevents the player from leaving before the shutting of the trap-door.

gamedev 

Ending and credits now have a background too. I was inspired by early fantasy RPGs like Final Fantasy 1-7 and the first two Ys games which featured a space background, despite none of those games (except FF4) taking place in space.

Space backgrounds are often associated with deep philosophical thought or the meaning of existence. Or maybe the protagonist is transferred to another world after starring into the mirror. I don't know. I just felt like the ending and credits screen needs a background too.

gamedev 

There is finally boss music. It was hard to find a good track because I don't want anything too epic as I might use that for a better game.

re: gamedev 

@xianc78 hey that looks pretty nice :hapyday: it's funny how it's the little things that really bring it to life. You may consider moving the start/continue/exit up slightly just to give that copyright text room to breathe

re: gamedev 

@binkle That's what I plan to do. Thanks.

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