Category: Aseprite
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Devlog 0.9 – Back from break
It’s been a while… Well it’s been months since my last devlog. To be honest I have had a bit of a burnout and stepped away from this project for a good while. During these last few months I have been putting my focus on trying to find work, building projects on GitHub and also…
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Devlog 0.8 – UI and bug fixes
This isn’t going to be too much of an interesting post this time if i’m going to be honest. It’s mostly been going around and sorting out bugs but it’s progress nonetheless. Start Interface Rather than opt to create a new scene for the start UI I wanted to make something a little more engaging.…
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Devlog 0.7 – A lot of progress
Announcement What’s new? With that out of the way i’ll fill you in on what i’ve been working on throughout the past week. There’s going to be a bit to cover: A new mob – Ogre Brute So far we’ve established two different types of mobs: the Skeleton Archer which is a ranged enemy and…
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DevLog 0.6 – Rounds and Rewards
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…
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Devlog 0.5 – More enemy sprites
So I finally got around to working on that Skeleton Archer which will shoot the player from a distance. I have also worked on the functionality to parry it’s projectiles as shown above. Boss Monster – The Skeleton Knight I have spent most of today working on getting sprites out for the first boss monster…
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Devlog 0.4 – All that glitters
Today’s progress has actually shifted more towards getting a shop set up. This is one of the main feedback loops that I want within the game. After every x rounds the player has survived the shop opens up to the player in order to help them get through whatever trials lay ahead. Here is a…
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Devlog 0.3 – More about combat
Previously I talked about how enemies would differ in regards to abilities and stats but I didn’t really explain how I would like stats to be. I think since this is still extremely early into development and to avoid scope creep I would like to keep stats very basic. So far I would like stats…
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Devlog 0.2 – Slimes and Stones
So in my previous update I mentioned how I wanted to get a basic arena set up and some sort of mob implemented so I did just that. The first mob that I have setup will obviously have to be a slime: But first I want to talk a little bit more about enemy behaviour.…
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Devlog 0.1 – A New Beginning
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…