Demo 2


This week, I added player inventory and added polish to the map/battle screens. I was able to get a decent amount of work done for this demo, but there's not any new gameplay in the demo.

What's new:

  • Battle screen improvements
    • Players can use items from inventory now
    • Duplicate enemies now are differentiated with letters (Blob A / Blob B / etc.)
    • Enemies shake harder when hit with a killing blow
    • If only one enemy is left alive, it's automatically targeted when using a single-target skill
    • Players can no longer open the map/options menus while in battle
    • Target icon bobs up and down now
  • Map screen improvements
    • You can view where selected points of interest are on the map now
    • Secrets are hidden on the map screen until discovery now
    • Added action label to show UI controls
  • Misc.
    • Added SFX for secret discovery

What's next:

  • A short demo dungeon
  • Better tile/player art
  • Adding ability to change map/movement keys in the options menu (eventually)
  • Shops (eventually)

I really regret not working more on gameplay for this demo. Adding new mechanics is nice, but adding gameplay and improving art will be better to get people playing the game, so that'll be the focus of my next demo.

Lessons learned:

  • I setup a Github repo for this project; using milestones/issues has been extremely helpful tracking everything I want to do with the game.
    • Making a milestone for each demo also helped me focus on what I wanted to/could get done in a week.
  • There's an unordered list formatting option here that's way more compact than what I did in my last post. Oops...

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