Yesterday I forgot to post to both my personal "One Room Dungeon" streak and the "Make games." streak. Technically, I broke my "Make games." streak. sigh... Oh well!
Anyway, TWO new characters today!
Introducing the Psychic and the Brute!
The Psychic uses her psychokinesis field to slow ghosts! The field is passive, and takes a lot of energy, so she's slower than the rest of the cast.
The Brute is fast. I mean, REALLY fast. But he's not very good at the whole "stopping" part of moving, so he slides around a lot.
Today I started to implement enemy spawning. Portals will appear on the outskirts of the room, spawning enemies. In the original "One Room Dungeon," walls and enemies both spawned all over the room. In the remake, walls fall in the center, and enemies spawn in the area surrounding the center. The spawning system is not done yet: I need to implement "intelligent" spawning and make sure every enemy can spawn.
Slimes now shoot particles everywhere when they land (as suggested by a commenter on a prior update. Thanks for the suggestion!)
Enemies sitting under falling walls get squashed now (I plan to make the effect less bland later.)
I have implemented a lot of new things today!
I have added in a shadow effect to walls so they are more prominent. Don't worry, the player, the enemies, the key, the chest, etc. will not be obscured. Well, there might be *one* thing that hides in the shadows, but that's a mechanic for another day!
The chest can now be opened. I'm pretty proud of the animation, and how the coins go shooting out of the chest.
Speaking of opening chests: In the one original one room dungeon, walls faded away after opening a chest. In the remake, they will go away after a chest has been opened two times.
I've also been preparing to implement something very special: dynamic music! More on that later.
I redrew the original "One Room Dungeon's" room in the remake's resolution. It's not perfect; I will go back to it and make it look better later.
I also made a spawning animation for the key and got it in the game, added sparkle sprites to draw attention to the key and the chest, and got the key spinning around the player once he or she grabs the key.
I have two sets of character animations done.
I plan to add several characters, some with different mechanics, ala "1001 Spikes," but for now I just have a female and male version of the play character from the original "One Room Dungeon". I rigged them up to the same input so you can compare animations in the attached GIF.
(I also worked on a secret mechanic today. I'll detail it when it's ready to show off! :-])
This enemy chases after the player, occasionally pausing and rushing, just like in the original One Room Dungeon.
It's easy to deal with when it is alone, but in large groups, Ghosts can become a serious threat.
Today I created the movement code and implemented the art I drew a couple days ago. There is no collision detection or defeat state for Ghosts and the player, as you can see in the attached GIF. Maybe tomorrow.