18/04/19: Day Eight (Alpha Out Now!)
Release of Cave Dweller's in Alpha.
There are a few known issues; with some collision occasionally. Currently the enemies do not have any artwork; this is a task set aside for tomorrow's development day. The Alpha version features the first two level; which are aimed as tutorials without giving the player information on how to play.
Known Issues / Warnings;
- Timer will not end level (Being implemented tomorrow)
- Enemy Art missing (Being created tomorrow)
- Collision issues (Solved by jumping)
Controls:
On the main menu (currently a placeholder) use "N" for new game or "L" to load a save file; once you have created a game. Currently saving is done every 10 seconds automatically and when the character dies. Please use ALT+F4 to exit the game, this is until I implement a menu system for the game; which should be soon.
Movement | Jumping | Door Interaction | Shop Interaction | Dropping Through Platforms |
Left & Right arrows are responsible for the horizontal movement. | Space an "Z" are used for jumping; whichever is preferred. | Use the Up arrow on gold and non-mossy stone doors. | Up arrow whilst underneath the selected object. | Down arrow to drop through wooden platforms. |
Today's Goals:
- Finalizing Shop System (Art)
- Finalizing Shop System (Code)
- Implelenting Enemies (With Placeholder Art)
- Add Gold Coins into W1L2 (World One, Level Two)
- Create a "Key Get SFX"
- Implement "Key Get SFX"
Today is one of the important days for this project; althought the most important day will come on the 22nd April 2019 (Game Jam deadline day). Most of today's tasks revolve around implementing, finalizing and testing the Shop System; within the fields of Art and Programming.
I started the day by creating some simple tiles and sprites; which would be featured within my Shop scene. These where needed both to show what the player can buy; but also to help those icons stand out (item holders/frames). I used Aseprite; as with all my art; to create these. I also worked on a new character sprite; which will hopefully be within the game upon official Early Access release (22nd April 2019).
I also did some more scripting; althought the majority of it is now complete; until future features are implemented. All of this code was used to allow the player to buy items but only when they can afford the purchase.
One of the most interesting tasks for today was creating SFX. The main one created was the SFX for picking up a key (in W1L2). This was needed as it adds more depth and life into the game world. I used BFXR; for the first time; to develop all of these sounds and had fun learning about how different modifiers and options work.
The penultimate task for today was a collection of two smaller tasks; which revolved around implementing enemies and gold coins into my second level. This was a moderately quick job due to me planning it out beforehand.
The final task today was to build up the files for the Alpha release of Cave Dweller's. I needed to build on Windows, Mac OS X and Linux; which Unity makes easy. Once this was achieved; I was free to release the Alpha.
Achieved Today:
- Finalizing Shop System (Art)
- Finalizing Shop System (Code)
- Implelenting Enemies (With Placeholder Art)
- Add Gold Coins into W1L2 (World One, Level Two)
- Create a "Key Get SFX"
- Implement "Key Get SFX"
- Build Alpha Version
- Release of Alpha Version.
Files
Get Cave Dweller's
Cave Dweller's
Retro Stealth Platformer
Status | In development |
Author | _LCPM |
Genre | Platformer, Action, Adventure |
Tags | 16-bit, 2D, Pixel Art, Retro, Short, Singleplayer, Unity |
Languages | English |
More posts
- 20/04/19: Day Ten (Bug Fixing)Apr 20, 2019
- 17/04/19: Day SevenApr 17, 2019
- 16/04/19: Day SixApr 17, 2019
- 15/04/19: Day FiveApr 15, 2019
- 14/04/19: Day FourApr 14, 2019
- 13/04/19: Day ThreeApr 13, 2019
- 12/04/19: Day TwoApr 12, 2019
- 11/04/19: Day OneApr 11, 2019
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