Basic level blocking
This is a devlog for my game Loops and it is about basic level blocking.
for this check point, I design 3 of 7 rooms that is going to be in the complete version using tilemap with the sprite I got online.
I made 2 different layers: terrain, which is basically the level setup, with tilemap collider and some with trigger, and background, which is just for decoration.
Most of the terrain tiles are collected online, except for the sprite for ladders and the player swords, I couldn’t find an appropriate one and drew them myself via an online sprite editor.
I implemented the ladder climbing effect by detecting when the player is “on” the ladder by a trigger collider, and then switch the gravity scale to 0, after he exited, I switch it back to the old value.
The biggest problem when implementing this was the scene switching. I used a playerprefs Int value to store the currently active scene’s index, then switch scene base on with collider the player collided with, then at the following scene I check for the last active scene and spawn the player accordingly. But as you can see below, the scene switching feature is not complete yet.
I missed the tutorial so there are currently no feedbacks yet.
References:
Dungeon tileset
Generic DUNGEON Pack by Estúdio Vaca Roxa (itch.io)
Player tileset
16x16 Fantasy RPG Characters by Superdark (itch.io)
Loops
Status | In development |
Author | vpcleng |
Genre | Adventure, Puzzle |
Tags | 2D, Dungeon Crawler |
More posts
- Documentation + User GuideOct 17, 2021
- Game TestingOct 07, 2021
- Assignment 2Aug 29, 2021
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