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Welcome to the second Pit Raiders devlog!

State of the Game
Pit Raiders is coming along well! I recently transitioned the game from a 2D plane to several 3D planes. This has a lot of useful features, just needed to adjust some vectors and some handlers to account for the change! I think it looks quite good and makes the game pop a bit more. 
I'm currently working on the core loop. Trying to develop the space between level design, enemy presence, and management of resources (both gameplay and back end.) It's going well but the progress has been a bit slow since it needs so much testing. I'm hoping to finish this aspect this week, and potentially get a version out for folks to playtest.


Current Features
I've implemented an inventory for map cards, which will spawn maps in certain configurations. These maps may have resources, an alchemy table, a shop, enemies, traps, etc. The goal is to create a game that has you manage not just your health and supplies, but the rooms you'll travel through, themselves. Right now I'm taking inspiration from Kingdom Hearts: Chain of memories and Hades for the map system. 

The major progress since last update has been the creation of several maps and the logic that links them together (along with the transition to unity's 3D sprite system.) Next, I'll be working on making the dialogue system a bit more visually appealing and making npcs more complicated. If the map system and npcs can be done in a timely manner I'll do some balancing and see if I can put out another lil demo.

Thanks for your continued support!

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