Devlog 4: Interaction between player and enemies


Good afternoon, in this fourth Devlog we come to present our progress regarding the development of our game's main mechanic, which is the ability to choose which enemy will spawn in the next wave.

One of the focuses during these weeks was to continue working on the interaction logic between the player and the enemies, for this, it was necessary to add Hitbox to both the player and the enemies. Before, they simply collided without any kind of interaction, but now it is reflected that the player loses HP when this happens. For now the life bar still does not change according to the current life of the character.

HitBoxes and change in the HP Character variable:


The sprites of two new enemies have been defined and are available for selection in the enemies menu.

New enemies sprites added:



We have continued working on the implementation of several types of attacks, defining the way in which some of them will attack enemies. For example, we created an attack that shoots 3 fireballs from the position in which the player is at the time of the attack, and these move in a circular motion until they return to their initial position.

 We also decided that all attacks will be activated automatically every few seconds, depending on the attack and its current level, with the exception of an ultimate attack, which can be activated by the player at any time they deem convenient, as long as it is not on cooldown.

As previously said, work was done on the menu in charge of enemy selection. In this version, the types of monsters to be selected were included along with the choice to return to the main and options menu. When an enemy is selected, the game will start together with the timer till the encounter with the final boss. After some time the enemy selection menu will appear again.

Monster selection menu:


For the following week the work will be focused on polishing some details. For example:

  • We are working on making sure that, when selecting an enemy, it will spawn only the selected monster.
  • The HP bar will reflect the current state of the character's health and if it reaches 0 the game ends.
  • The sprite of the main character and the background will change, since these were provisional and the intention is to look for something that better fits the aesthetic of the game.
  • Walking animations for the player and the enemies will be added.

Our most important goal for the following week  is to finish the work already started on the interaction between players and enemies. More specifically , we want to show that the player can defeat enemies  and receive experience to level up one of their attacks. This, plus the selection of enemies from the menu, allows the main mechanics of the game to be functional, which is our main priority.

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amazing guys, i have one question: why the dice?

owo