Week 3 - Level Design and Spellbook


Hello again! Welcome to week three of our journey!

For this week, we have been continuing last week's work, as well as implementing some fun new features along the way! We have also started thinking about level design - arguably the most important part of the whole game, since it's what will really cement the feel of the whole game.


Afonso has been busy implementing the spell system, creating the base classes that will serve as a basis for every future spell, be it AOE, projectile, or a self-buff. This new system will considerably speed up the rate at which we can create and experiment with different spell ideas, making the rest of the journey that much easier.


 

The player freezes while channeling a spell


Tiago truly was a flurry of activity this week. He started off making a hotbar, which will allow the player to select the spell they which to cast. Not satisfied, he went on to implement the spellbook system, where the player might store their unused spells that they might drag and drop to the hotbar of readied spells at a moment's notice. He then went on to start work on designing the tutorial of the game, which is, at this point, nearly playable.


 

The player can now switch out their spells


While Afonso and Tiago's contributions were invaluable in their own right, Paulina was the one to bring them together. She combined Afonso's spell implementation with Tiago's spellbook, and the two systems are ready to work together once we have implemented some concrete spells. She has also been working on some amazing art and animations, and we now have some great animated sprites for bats and slimes.

A spooky bat


As for myself, I have continued work on the enemies. I have finished restructuring the code, which should allow us to streamline the rest of the development of the enemy and boss AI. I also tweaked some of the enemy behaviours, most notably giving them different movement styles (whereas before each movement style used its own movement rules, now it's coded into the move action itself) and attack patterns. The use of parent classes for each enemy type (slime, bat, etc.) will also help us cut down on code redundancy and make it possible for us to develop similar yet distinct enemy instances.


Boing boing boing


That's all we have for this week! Be sure to join us next week for more TtMG goodness!


-- Rodrigo

Get Through the Misty Gate

Leave a comment

Log in with itch.io to leave a comment.