Health Systems and Treasure Rooms: Enhancing Player Interaction
Gameplay Updates
This week, I worked on refining the gameplay. I started by adding a health system for both the player and the enemies. As a result, traps can now damage both enemies and the player. Additionally, the player can attack enemies, although the death state has not yet been implemented for either, making it seem like they have infinite health. I’ve also included a user interface (UI) that displays the player’s health.
There is now also a treasure room that contains a chest which opens the level’s doors. Speaking of chests, I’ve added one that contains a healing item.
Actualizaciones al gameplay
Esta semana trabajé en pulir el gameplay. Comencé agregando un sistema de vida tanto para el jugador como para los enemigos. A partir de esto, las trampas ahora pueden dañar tanto a los enemigos como al jugador. Además, el jugador puede atacar a los enemigos, aunque todavía no se ha implementado el estado de muerte para ninguno de ellos, por lo que parece que tienen vida infinita. También he incluido una interfaz de usuario (UI) que muestra la cantidad de vida del jugador.
Ahora también existe un cuarto de tesoros que contiene un cofre que abre las puertas del nivel. Hablando de cofres, he agregado un cofre que contiene un ítem de curación.
Files
Get Dungeon of the Forgotten Cycle
Dungeon of the Forgotten Cycle
Status | In development |
Author | Lorenz Equihua |
Genre | Action |
More posts
- Small Details, Big Reveal: The Demo is Ready for Action26 days ago
- Gameplay Foundations: First Build and Early Enemy Encounters40 days ago
- From Graph to Map: Procedural Room Design in Action47 days ago
- From Graphs to Gameplay: A Deep Dive into Cyclic Dungeon Generation56 days ago
- Development Roadmap: Planning the Journey Ahead57 days ago
- Thesis Project: Exploring Procedural Dungeon Design57 days ago
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