Devlog Terrible Wizards week 06


Art And Design

Modular Props

Because we where leaving the prototype sprint, it was time for us to make some props for in the production sprint. One of our first props where modular props like this modular wall that was made out of  6 pieces that could be swapped for variations and so to prevent  obvious tiling.

An example of swapping: taking the wall's stones out and replacing them with a gate entrance is made very easy, which allows for quick level building/adjusting

Characters

After those props we focused on some characters like those that the players control and enemies.  First we designed some different wizards and choose together the one that had the most potential. Because are style consists of low poly style and we can't use normal maps for this jam we couldn't use much detail but add the end we choose for this one.

Wizards


Enemies

Are first enemy we made had to consist of so little as possible poly so we could spawn hundreds of them without having lag problems in game. The first enemy we wanted had to be a skeleton, because the game is set in a necromancer dungeon.  So this is how it turned out.


Environment Props

After the main props we made some environment props to decorate our first level.

https://media.discordapp.net/attachments/677112674106212352/689553995517394949/HighresScreenshot00007.png?width=1250&height=678

Programming

We started out by splitting up the programming into dividable tasks and started work on the basics of the player character.

Movement

Since we're making a top-down game with a focus on single stick controls, we can actually use the same movement system for both players and NPCs. By making the characters face the direction of the desired movement direction they can aim even while rooted due to for example channeling a spell. We also added a general movement manager that can handle said rooting effect and temporary movement speed changes, as well as modifying the maximum rotation speed so that a character can be fully locked in a cast animation.

HP and Mana System

Both players and enemies will make use of a health bar in our musky wizard's crypt. We implemented the basic components and tested it on a particularily masochistic combustible chair. Observe as he receives damage at a set rate and first applies passive regeneration, before switching over to spending mana to heal himself.

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