Second trap. Sharp swords and hot fire.


Let's add some different kind of traps on the game to make it interesting.

As we saw on the last update, we have a character moving on a grid with some spikes randomly activated, but what about some cutting edgy and sharp swords? Let's do it!

This trap will be placed on the four tiles without spike traps and the idea is to have swords coming out from every side of the central pillar and rotate fast, to cover all surrounding positions.

So the first step is to create the swords, and... Let's be honest, here is where this trap fell off... As much as I tried different swords and animations I never ended up liking them. They felt like swords appeared from nowhere on a nonsense trap.


So I just moved on, cause this was frustrating.

But as soon as I decided to stop using swords I saw it on my mind. FIRE.
I opened Gimp and tried some different colors and compositions to make some flamethrower effect coming from the central pillar that comes out from the floor on the trap. And guess what. IT WORKED!

This is the final animation in-game.


It's not a super clean but I kinda like it.

Now we just need to add it to the traps script and add some little code to make it work and... VOILÀ! Second trap added!


We have two traps working at the same time.

As you can see in this gif, there are some bugs caused by the alert position, but as I said on the previous log this is not definitive so I'll not lose time on something that will change on a future.

I'm planning to do a Hell mode that you can play when you reach certain points or requisites where there is no position alert and you just have to be alert to traps activation by yourself. Thoughts?

Thanks for reading till here, see you in next post!

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