In a previous post, I mentioned that my schedule for each temple was as follows:
- 1st month: Plot dungeon map, design and implement dungeon’s unique enemy’s puzzles, and other mechanics - with placeholder art and sound assets, build and test entire map except for the boss
- 2nd month: Art assets, sounds, and animations for the dungeon.
- 3rd month: Program and gameplay test boss; once satisfied, create art, sound assets, and post-fight dialog for the boss. Give the dungeon to a few close friends for playtesting, then make adjustments based on results.
I started the Unicorn Temple at the beginning of April, and it’s now close to the end of May.
- 1st month goal has been met. Dungeon mechanics were fully implemented late in April, giving me a bit of a head start on next month’s work. That ended up being a good thing, because…
- 2nd month goal will be met or a few days late. The assets for this dungeon ended up being more elaborate than expected, and I struggled with some of the graphics. Most of the work is done, though, with only some enemy sprites remaining.
Visible in the screenshot are a few different features of this dungeon: certain sections are flooded with both shallow and deep water. Shallow water can be safely walked through, but falling in deep water is functionally the same as falling into a pit. Godot doesn’t natively support animated tiles (plus I needed to implement little splashes that happen when you walk through shallow water), so this took extra time to take care of.
Also in the screenshot is one of the three new enemies, thornspitters, whose sprite sheets I have completed. Every couple of seconds, these spherical pods spit thorns in four directions. Some of them, like the ones you see here, are placed such that they’re impossible to kill.
The streams, the wheel with a handle, and the little caves are part of a water routing puzzle that will form the centerpiece of this dungeon. This puzzle encompasses many rooms, and solving it is required to collect the Master Key that opens access to the Unicorn’s room.
I’m currently working on a sprite sheet for another enemy, the Foxfolk. These magical menaces constantly teleport to your position and emit bursts of magical fire, forcing you to stay on the move. Here is one of the completed sprites: