Devlog #2


Here’s a quick rundown of the features We’ve implemented so far for this game.

Progress So Far

Movement System

The basic movement system is now in place. Players can move freely around the screen, and the controls are responsive and smooth.

Dash Mechanic

The dash mechanic is fully functional! When the player dashes, they can quickly cover ground or escape danger. Plus, while dashing, the player doesn't take or deal damage.

Weapon Movement

I’ve also implemented the ability to move the weapon around. The player can now control the weapon independently of their movement.

Health System

A basic health system has been set up for the player, meaning they can take damage from enemies or traps and eventually lose the game when health reaches zero.

Damage System

Enemies and the player both now deal damage when they collide.

Enemies Following the Player

Enemies can now follow the player across the map. This makes encounters more challenging, as the player needs to be strategic to avoid getting overwhelmed.

Knockback Effect

We’ve added a knockback effect to both the player and enemies when they get hit. This gives a more dynamic feel to combat and adds a bit of chaos when you're in a tight spot.

Pathfinding

The pathfinding for enemies has been improved. They can navigate the environment more intelligently, which makes chasing the player more challenging.

Dash Invincibility

A neat feature we added is that the player is invincible while dashing. This helps avoid frustration when trying to escape a tough situation and adds an extra layer of strategy to combat.

Second Player (Villain Mechanic)

The second player now plays the role of a villain whose goal is to eliminate the main player. This second player does not appear on the screen, but instead, they control the game world from a distance by spawning obstacles, traps, and enemies to hinder the player’s progress. The second player’s aim is to strategically create challenges that make it harder for the first player to survive. This adds an exciting dynamic to the gameplay, as the main player must deal with threats not only from the environment but also from a cunning adversary.

Trap vs. Enemy

We’ve made sure there’s a clear distinction between traps and enemies. Traps are static hazards, while enemies are dynamic and can chase the player.

Enemy Collision Shapes

The collision shapes for enemies have been changed to make them feel more responsive and precise. We wanted to make sure the game feels fair in terms of interactions and hitboxes.

Spawn Restrictions

The second player can’t spawn things directly on top of the first player or within walls. This should prevent potential issues with breaking the game or getting stuck in places where the first player can’t move.



What's Next

Death Screen

We’ll be adding a death screen to show when the player has lost the game. This will help provide a smoother end-of-game experience and give clear feedback.

Pause Menu

A pause menu is on the way! Players will be able to pause the game mid-session to take a break.

Improved Enemy Navigation

We’re working on improving how enemies move around the map. They’ll be able to dodge each other.

Files

NoNameNoGame.exe 93 MB
4 days ago

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