First trap, a classic. Spikes.
Hi again! At this point we have Character moving on a basic dungeon room.
What do we need?
Of course, some sharp, hot and poisonous traps to make this interesting!
For the first trap, I decided to add the classic spikes coming out from the groud. Lots of spikes. Everything.
So first we need to modify a bit the basic tile to add some spike holes and create an animation to make the spikes come out.
Now let's place it on the room!
Okay so now -finally- I can code a bit.
The first I did is a script to randomly choose from all different type of traps we'll have on the game every X time to activate it.
Right now only one type of trap is on the map, so it will be picked always.
Once the trap type is selected, again randomly we choose one of the traps of that type placed on the map (actually 21 spikes) and activate it.
After a bit of code, this is the final result.
As you can see, an alert is added too when a spike is going to come out so the player has some time to move from there. This will not be the final alert design, but you get the idea. Will come back at it later.
And this is it for now! See you the next update!
Get DodgeOnDungeon
DodgeOnDungeon
Do you think you can enter a dungeon, loot it and leave as if nothing happened?
Status | Released |
Author | ALMI Games |
Genre | Action |
Tags | 2D, Casual, dodge, dungeon, Endless, Fast-Paced, Pixel Art, Singleplayer, Unity |
Languages | Catalan; Valencian, English, Spanish; Castilian, Spanish; Latin America, French, Romanian Moldavian Moldovan |
Accessibility | One button |
More posts
- New maps and balances!Aug 31, 2019
- After-feedback changes.Aug 19, 2019
- HellMode!Aug 18, 2019
- Translations and tutorial.Aug 17, 2019
- Beta release out now!Aug 15, 2019
- Last changes before the beta!Aug 15, 2019
- Almost ready! Menu and pause.Aug 14, 2019
- Sounds, animations, movement changes and new cursor.Aug 12, 2019
- Hearts and shields.Aug 11, 2019
- Character, movement update, particles and postprocessing.Aug 10, 2019
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