Build 5 to 7 - Roguelite Implementation
Build Update: 5 - 7
This will be a build update from my few builds, and will have a short summary from my devlog for Build 5 I did a couple weeks ago.
Roguelite Genre:
For these few builds, I was assigned to implement the roguelite genre into my game, combining with the beat em up genre.
There are 3 main features that are focused that we can choose to be used in the game:
- Randomized Levels
- Randomized Items
- Permanent Death
I have chosen to focus on Randomized Levels and Randomized Items for my game.
RANDOMIZED LEVELS:
As seen in my Devlog Build 5: Build 5 - Roguelike Wave System Update - Martial Beater by Irfan Naufal Shah (itch.io),
I first focused on a wave system as part to spawn in enemies for different waves and also implement them into the different levels. During that build, I came across an issue where I was unable to package my 2nd level thus I have decided to put all of the levels and areas into 1 big level. I also came across an issue with game instances and saving data such as health and scores for players so making this decision made it much easier for me to continue my project.
Level 1 - 3 with different enemy spawns:
There are 3 levels in the game that players will play in, with players starting in Level 1 then after beating all the enemies, player will teleport to a different level, where enemies will spawn after player is teleported there. This was hard to implement as the way i made the scripts to teleport into the levels does not sync with enemies spawning in the same area, thus i needed to hardcore it to spawn together with the same set of enemies in that particular level.
Then for the teleport system, there is a Teleport1_Player actor being the spawn point of the player to be teleported to.
Randomized Items
I implemented 2 items that will be randomized for every level, a Health item and a Damage item, where the health item lets player regain 10 health after destroying the item whilst damage item reduces the players health by 10 points. This is to create a consequence for the player to just destroy every item without thinking.
For the randomized items, i was able to implement a system where it will randomly choose between the 2 items and spawn it. The issue was that i wanted to also make the item spawn randomized so i was able to figure out a solution to make it spawn in random levels with random items.
Miscellaneous
I have updated the main menu system to have a nicer image and put the Game title in it as well.
I have also added the score to the game over screen to show players how much score they acheived.
A pause menu has also been added (by pressing the Q button) due to feedback from playtesters and there are 3 options, Resume, Restart and Quit game for players to choose from.
Player health has also changed from 100 to 400 where players will take slightly more damage from enemies (enemy1 10 damage, enemy2 25 damage, enemy3 15 damage) to make it more balanced and challenging for the player.
There is also a wall that will move when player first beat the first level enemies to let player access the other levels. There will be cutscenes that I will try to implement into the game in future builds to show when it moves down.
So far the builds have been challenging to do as I was unable to spend much time on most of the builds other than Build 7, which i was able to implement and fix and improve other issues. I was quite satisfied on how i was able to fix the issues that has been very problematic to this project that i thought i was unable to continue.
Files
Get Maze Street Hermit
Maze Street Hermit
Maze Street Hermit
Status | In development |
Author | Irfan Naufal Shah |
Genre | Fighting, Action |
Tags | 3D Platformer, Beat 'em up, Roguelite, Side Scroller |
More posts
- Build Updates: PlatformerAug 07, 2024
- Build 5 - Roguelike Wave System UpdateJul 17, 2024
- Build 4 UpdateJun 23, 2024
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