Welcome to the first Devlog of my game project, Infernal Arena! In these updates I will be documenting my journey to developing my roguelike arena-style battler.
In this update I will just be giving the rundown on the game’s structure and my current progress. So lets talk a little bit more about core mechanics:
Concept and Mechanics
Infernal Arena will revolve around skill-based melee combat such as dodging, parrying, and correct positioning. Our main character will need to use this to survive not only waves of mobs but also mini-bosses and bosses. Here are a few basic sprites I have cooked up to potentially realise this:
These are very basic sprites that will probably be changed. Currently I have been using Aseprite to make them, it has probably been the best investment of money I have made in a while as I have really been enjoying using it.
Outside of sprite development I have been spending a great deal of time inside the Unity Engine and have set up a basic finite state machine for my main character to enable fluid transition from state to state. I want the player to feel like they are almost playing a hack-and-slash with how they can transition from attack to attack.
Next Steps
In my next update I will be working towards setting up a few mobs and a basic arena tileset to set the scene. The majority of these will be placeholder art until I can actually get good. Still early days.
Thank you for reading my first ever Devlog. Definitely reach out if you have any feedback or enquiries. I can be found on Linkedin, Instagram, or you can reach out on Discord: banefulsoul









