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Devlog
Postmortem
May 06, 2018
by
Draconis
I set out to make a game with a simple, but deep, mechanic. I think I mostly succeeded in this goal. The core mechanic is firing arrows and therefore positioning and terrain have an implicit role. I...
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Day 7
March 09, 2018
by
Draconis
Day 7 of 7 New enemy moves and ai Sneaky enemies Item drops More UI Cave tiling Slightly better sound effects Screen shake and flash on hit...
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Day 6
March 08, 2018
by
Draconis
Day 6 of 7 New enemy sprites More map generation Limited the usage of speed Tweaking health and enemy spawns Bug fixes Hoping to add a win condition tomorrow and some more enemy behaviours...
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Day 5
March 07, 2018
by
Draconis
Day 5 of 7 Working further on map generation and ensuring connectedness Dangerous terrain Bug fixes...
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Day 4
March 06, 2018
by
Draconis
Day 4 of 7 Working on map generation Making sure you don't start surrounded by trees Adding map regions with varying content Couldn't do as much as I would have liked today...
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Day 3
March 05, 2018
by
Draconis
Day 3 of 7 Re-did most of the sprites and added some variations, feels much darker and moody Subtle animations for important entities Arrows have limited range Change turn precedence which fixed a num...
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Day 2
March 04, 2018
by
Draconis
Day 2 of 7 Arrows hit things and can be retrieved Basic slow time ability, needs to drain and regenerated somehow Snake enemy, moves towards player Some UI elements for health and arrows The entity sp...
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Day 1
March 03, 2018
by
Draconis
Day 1 of 7 Added boilerplate for scenes, movement, perlin noise and scrolling map Made some bad terrain sprites and a passable elven archer Added debug minimap and simple perlin map generation Can mo...
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