Saturday, March 28, 2015

Room Objectives, Graphics, HUD, and more!

It's been a while since my last blog post, but that doesn't mean I haven't done anything. Today's update includes a large number of changes, and I wasn't ready to make a release until they were all done.

First and foremost, graphics. I've changed the tile size from 32px to 40px, and added new graphics to floors, walls and doors. A comparison between the old version and new shown below:



As you can see in the second image, I have also added in a HUD, displaying the characters current items (which is currently only collected keys). Other things will be added here later (player health, stats, etc).

And of course, if you notice the lock-less door at the bottom, that's part of the new room objectives I've added. When the player enters a new room, if the room has objectives to complete, doors will close open entrance, and the player will have to complete the objective before being able to progress. Currently the only objective is 'kill all monsters in the room'. You can try this out at www.ronerackal.com

Monday, March 2, 2015

Basic dungeon tiles

Been working on some very basic art and came across a problem. I was adding in floor tiles to already existing wall tiles, and the floor just seemed to looked wrong. I asked a couple of friends and beyond 'changing colour' one of them mentioned that the floor, due to the details, was capturing attention too much. As a floor tile, you don't really want the player's attention focused on it.

I ended up taking his advice and making less contrast within the tile itself, to come up with a much more flat look, shown on the right. I think the flooring on the right fits in with the walls a lot better than the old on the left. Next step is doors, both coding and some basic graphics.

Let me know what you guys think, or any other advice you can give.