Devlog 2


25/04/2025
I hate tilemaps I hate tilemaps I hate tilemaps
Just joking, they're pretty great.
I wanted to get started on the dungeon generation, so I needed to import a tilemap.
That I did, but it took an ungodly amount of time (2 hours), since it didn't contain everything it should've, so I've had to cook up many tiles myself.
But it should work pretty well now :)

Map generation will have preset rooms, with the possibility of having smaller "component rooms" within them. Each room will also have different exit points set up

Another hour was spent streamlining the room creation process, it is not done yet, but that can wait. Right now I want to decide on the way I'll generate dungeons.


Spent an hour working on the dungeon generation and made no progress whatsoever :(

26/04/2025
Spent like 6 hours working on the generation, and I am still not happy with it. It's passable though, so I think I'll start working on the gameplay mechanics next.

27/04/2025
A revelation came to me in a dream! And with it, it was a simple process to fix the dungeon generation! Took only about 30 minutes and the willpower to delete yesterday's code. But the graph of the dungeon looks cool! (See screenshot)
I'll need to add plenty more rooms, and actually populate them with some decor, but the dungeon generation looks good right now, so I'm not gonna touch it anymore. c:

28/04/2025
Today was not a good day. Today was not a good day because I've delayed my lunch by 3 hours due to fixing several small problems with the player controller and shooting.
However, today might eventually be a good day if dashing works right when I implement it!
Nevertheless, here's a short video of a temporary character shooting:

The projectile system is highly modular, so I believe I won't have trouble doing lots of different things with the projectiles.

Today might have actually been a good day..
Did two more hours later in the day, and implemented enemy spawns, and dying and stuff. Took so long since unity screwed me over with inspector values being zeroes when calling a constructor of an object in the scene, that one took a long time to debug. But it works now :)
Have some dying red squares. They don't respawn when you reenter the room!

01/05/2025
Is there a better way to celebrate the first of May than being locked in a dorm room stressed about your workload? I think so. So I've done some work on reducing that workload, to be exact, I've started working on the inventory system. Right now, the items don't really do anything, but the setup is there. I'll have to change the way the player gets effects of his bullets. But that should be easy, right?
Anyway, took like 3 hours, here's the current state:

(Inventory can be opened/closed with tab)

Get Project C

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