Mini-update #8: Dungeon-delvin' Basics


Little sneak peak of the progress I've made on the Dungeon exploration mode since last week:

Once I clear out all the Xs, I think I'll be getting close to launching a prototype playable version in the next month or so after it. (No promises -- I still have to do some AI stuff and fill out/detail the combat/encounter system and at least get a simple AI running for when you're fighting an Opponent in the Confrontation)

✔ Dungeon Introduction Screen

✖ Introduction screen properly self-disposes when player leaves/enters dungeon

✖ Shown enemy will vary depending on what the main type of enemy in the dungeon's encounters would be

✖ Enemy sprite only shows occassionally (random chance to show on blink, guaranteed to disappear on next blink)

✔ Dungeon Simple Procedural Generation

✔ Dungeon Deck Configuration Tool (for players)

✔ Per-floor Event Overrides (guaranteed cards that are 'promised' to show up)

✖ Custom-shape support for Dungeons/Floors

✖ Custom-shape Editor

✔ Movable Dungeon Player Pawn

✔ Movement reveals cards

✖ Movement passes turns outside the Dungeon

✖ Support for Abyssal Dungeons (dungeons where time doesn't pass)

✔ Revealed cards display themselves in higher-resolution/zoom with interaction buttons

✔ Can only move 1 space in any direction

✖ Revealed cards, once encountered, become a blank space.

✔ Hook-up with Combat system for Encounter-type Cards

✖ Hook-up Combat system with the TapeDeck so that it plays Combat music appropriate to the Dungeon

✖ Hook-up with Loot system for Loot-type Cards

✖ Hook-up with Event system for Event-type Cards

✖ Create custom handler for Rest-type Cards

✖ Reaching unexplored Stairs moves the player down a floor in the Dungeon

✖ Interstitial screen to introduce next floor of a dungeon

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