HP, trap colliders and hearts.
Hey again!
After a few long minutes of tilt, I can finally write the new DevLog step.
What because it took so long? For the damn unity colliders, who don't want to detect if two GameObjects come into contact if they aren't in motion... Damn it...
After spending that bad time trying to discover what was wrong in my code, I can finally say, fixed!
Apart from that, hearts have been drawn to represent the player's lives, and they have been placed in the upper right corner to be able to follow up.
When you take damage, you have a few seconds of immunity as you can see in the gif.
Since I updated some things in the traps to add colliders, I took the opportunity to reduce the duration of spikes from 1s to half a second.
For the next one, I am trying to learn how Unity PostProcessing works to grayscale the screen when you die and be able to prepare the death screen. Also missing sounds, music, menu and some details.
Do you miss something? Comment it and it will be fixed!
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
Leave a comment
Log in with itch.io to leave a comment.