Update #1 - "walking" update
Discharge » Devlog
As you can suggest by update title, you can now walk. It means at least two things:
- Walking was implemented as mechanic (yay)
- There is now some place where to walk.
So, there is simple generation for level layout, and system to proper player transition between those rooms. And after walking by those rooms, I now realize, that minimap will be very handful, as it is easy to get lost even in level of 10 rooms. Maybe I should implement it first.
If not counting minimap, next update will be establishing basic combat, including player weapon and health, enemies, their AI, and how they should behave taking into account rooms transitions.
Discharge
Energy-driven roguelite TDS
More posts
- Prototype v4 - post-jam updateMay 05, 2019
- Minor update - in-game hintsApr 21, 2019
- Update #8 - final versionApr 20, 2019
- Update #7 - improved patterns systemApr 18, 2019
- Update #6 - game end conditions and reinforcement + playable versionApr 17, 2019
- Update #5 - more content for rooms!Apr 16, 2019
- Update #4 - workshops and improved pattern systemApr 15, 2019
- Update #3 - energy comes into playApr 15, 2019
- Update #2 - big firefight in a small mazeApr 14, 2019
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