Doors are working at last for the ProtoDungeon!
This is an example of something that looks really simple but took me three days to implement! Part of that was adding a lot of underlying systems to support not only this, but also a lot of future important things. These systems include:
- Transitions
- Cutscenes (I didn’t actually end up using it for this since it was too finicky, but it’ll definitely be useful later)
- Updated state machine (thanks to PixelatedPope, as usual… this one can do drawing, which helps with the transitions)
And so now doors, stairs, and certain pits all work properly! Hooray! This is one of the biggest core mechanics missing from The Waking Cloak. Now I can add it in and use it to go inside houses, dungeons, between floors, etc. Very exciting stuff.
Next on the list? I don’t know exactly what order I’ll tackle these in. Depends on what it feels like. But here’s what’s on the menu:
- Getting those ~certain pits~ that drop you down to the floor below working (these actually work already, but I need to animate the character falling between floors)
- Reintroduce grid snapping for swapping, swap objects, and pushing (it was way too complicated without)
- Add “room reset”–jars and unfinished puzzles reset when you leave the room and come back, just like Zelda
- Fix a bug where pits (the ones that actually hurt you) don’t always put you back at the beginning of the room
- Art?
Stay tuned! In a few (several?) weeks, the demo will be available for y’all to try out. :)
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