Dungeon Test


Alright, this update is pretty big -even though it pretty much looks the same - 

Right now we're testing for broader scripts and ideas for dungeon mechanics. Level loading, Persistent Objectives, Combat transitions, Locked-in Combat, Bosses with different body parts,  and changes with AI behaviors. 

Yeah. It's been a busy month and while I do test on my own I definitely miss things which is why I'm running this test in the first place. I really want to be as set as I can be, so then when I finally find someone who actually wants to help me (assuming I somehow end up accidentally plunging face-first into a million dollars ) that most of the focus can go to art, music, and design.

For each of the things added, there isn't much to discuss technically, a lot of the things that this version had, already existed last month. Doors to the next scene and combat zones were some of the first things I worked on. The only significant thing that's happened is switching from using a system of self-referencing coroutines as a state machine to using the Behavior Designer off the Unity Asset Store. It took a little bit to adjust to the change but it is clear and easier than the method I was using before and I definitely have to thank Yahya (the creator of Luminous Relms) for the idea and a dear friend of mine for helping me with the funding so that I could purchase the asset.

Get Project A Combat Testing

Leave a comment

Log in with itch.io to leave a comment.