Perish the Imp 3: A Rogue Imp


Day 1:

Low focus 

Made art for Skeleghost and Spectre

Day2: 

Made the title screens. 

Day 5:

Today was a bit of a productive slog. Due to personal issues, I missed a few days of work but I managed to focus enough to get the maps created. Now it’s a matter of tuning them to generate correctly. As it stands they generate but all over the place.

I’ll have to redesign Perish because they’re too big for the maps right now as well. 

I think I’ll be working in the 16s. Which is smaller than I’ve worked in but it’s exciting. I like the limitations.

Day 6: 

So today was as productive as I wanted it to be but at the same time, it was more productive than I could have imagined it being. 

I fixed the error with procedural generation which was such a bother but I managed to get that done and it's very exciting to have the rooms generating. Now I want to work on adding the UI and adding traps stairs and treasures so that each level can feel unique if things follow how I plan them to follow it should go that the player will have one to let's say four levels of progression where the first level is pretty easy. Still, the monster starts getting a little hard and then by the end, the monsters are super duper hard which is the goal each monster death will add to the score along with treasure adding to the score along with the player having access to Magic and attack bonuses with defense as well. Hence, there's still a lot to do but one of the big hurdles is out of the way. 

We are on Pace for the game to be ready and done by the end of the month and if we can polish it up it may get a full release I'm thinking about maybe one or two dollars

Day 7

For today I just worked on more art with 16x16 it was very fun to create new characters but I do think I have a problem creating more than I need to at least for this level of development I am starting to formulate how I'm going to expand the game because I won't be able to import the mechanics from some of the tutorials that I've been watching I'm going to try to add a damage animation to Perish along with an attack animation

I will also need to come up with the steps design I will probably reimport or create the tiles for the treasure item gems and stairs. 

The user interface will be :

HP level EXP ATK DEF Magic

HP will be starting on 12/12 magical will start at 2/2

I will try to implement the danger level mechanic that I saw and a few of the tutorials just so there will be some enemy variation also I will have to work on getting the scenes to reproduce in the way that I want them to reproduce

The soft idea is the first level will have two rooms two rooms then goes to four four rooms to eight eight rooms to 10 or 12 and then the final level will have 16 rooms

Day 8:

Today was a day. I was a bit distracted due to social media and that's not ever good but I managed to focus in long enough to get my HP gauge and my magic gauge working.

I also got the variables linked to the menu I created a pause screen that will keep track of the player's score. 

And I was able to test damage and along with that test the transition slides as well. 

Going forward I will need to start adding enemy AI and today I wanted to add to the map generation but I think I want to figure out how I want it to generate versus just making it generate but once I do get that it should be great. 

I would like random generations for a lot of stuff to make the rooms feel lived in and such so that's the goal

Day 9: 

Today was another difficult day for Focus I noticed. I got a bunch of extra assets done got three types of treasure Got A variation on mapping done for the traps and I'm going to start trying to get more variation done for all of the maps. 

As far as it goes I will say that I'm pretty excited with how things are progressing it's just a matter of learning the engine more practicing more and then implementing my ideas so my next big day I'm going to try to do a map of 2, then a map of 4, then a map of 8, then a map of 12 and then a map of 16 and then the map of 16 will be like the final stage. 

From there I went to try to make sure that the variation stays pretty consistent so each level feels a little bit different I have a bunch of trap variations it's just a matter of getting them to respond correctly

Files

Perish The Rogue Imp_2.zip Play in browser
66 days ago

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