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Progress Report

Long time no update!

It's been months since I last updated this project. IRL issues happened, and thankfully, I did just fine.

Ember's Knight went under massive changes on paper, and now, it's time to make everything on the paper be applied!

It will now be a rogue-like (or rogue-lite) game, since I can convey the character's premise through dungeons, it wouldn't hurt to change it like that.

I wasn't able to do procedural map generation since with the limitations on my graphic assets (i didn't rely on autotiles), I created ~25 maps for just a dungeon, and have it randomized. For example, in every room, there are five maps that can be that room. Life finds a way!

The graphics are now updated. The characters are now more... human-like, I guess?
Although it is now on early development, every changes on the graphics will be based on the current style. As of now, I am spriting for NPC's and enemies.





There are still many changes that I will consider such as, hunger/thirst mechanic, permadeath, and any thing that I can search to make this dungeon rpg game interesting.

Progress Report

THE DUNGEON’S “ENGINE” UPDATE

So it’s time for a proper dev blog, am I right?

Finally, the dungeon’s “engine” is now completed, unless there will be more doodad ideas will be conceived. As of now, the skeletal framework (as I call it) of the dungeon is working the way I want it to be. For starters, the game will have this shroud effect on areas unexplored. This adds the sense of mystery and thrill to the dungeon. Initially, I have just envisioned the game to have this overlay of darkness around the player, but that was discarded. That kind of darkness felt static.


This is the First Floor of the First Dungeon. The colors will affect the vision of the player.

Another one is that lighting is given much more depth since there will be mechanics that will require the player to be in a particular side of light… if you know what I mean.

Here's that map in action:

Game Design

Dungeon Update!

Hello there!

The game development has been kinda slow this week, but we’re still doing it! I mean, IRL issues is kinda creeping out, but Ember’s Knight dev is going strong!

The first dungeon map is 50% done! The puzzle creation is kinda tricky to do, but we’re getting there. And what is a dungeon without a touch of shrouded darkness? A plugin made by CityShrimp made this possible, although there are minor adjustments to make it work with our battle system.

Hours of compatibility fixes is kinda tedious, given that these plugins have different creators, thus making different code styles.




The time of fixing it is totally worth it. :)
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