In today’s post I will talk about the basic round system I have implemented.
Player sprite update
I’m going to be honest I didn’t really like the player sprites, they were more of a placeholder so i’ve changed them up a little: bit of shading for some extra detail, reversed the sword so that the hilt points the other way, updated the sword animations to feel different from each other, and other quality of life changes.
I really like the changes I did to the air attack, attack 3, and dash. Unfortunately I don’t think WordPress can represent the transparency I have in these gifs so it doesn’t do the dash in particular justice.
As for the sword attacks I changed the third attack in the combo to a stab to give it a little difference to the others. I also felt that the old one looks bad as an animation anyway.
Arena Round System
This is the meat and potatoes of the entire game – the player fights against more and more difficult opponents as the rounds get higher. I have implemented a very basic one currently where the GameManager just simply spawns more and more enemies in fixed locations. Once it has detected that all the enemies in the round have died, the next round proceeds.
So where would the shop come in?
I have decided that every 5 rounds the shop UI will appear to give players the chance to purchase items with the gold earnt (will implement gold in the next update).
I feel like 5 means that it isn’t too frequent and gives the player the feeling that it was hard-earnt. Here is a demo of what I have developed thus far:

As you can see I have also set up some very basic UI elements – these are just placeholders and will 100% change.
Next Update
I’m excited about the progress that I have made this update. Things are actually coming to life. In the next update I will be setting up that boss monster from a few posts ago, gold from enemies, and hopefully item purchasing. Thanks for reading Devlog 0.6!








