Hello everyone. Currently i’m making game, similar in gameplay and style to Legend of Zelda: Link to the Past for SNES.
All graphics and resolution made with that in mind. So you can call it retro style pixel perfect game.
I work on it everyday and post some progress videos, when I made something big enough to show everyone.
This is my first project in Unity, and i’m working on it for 2 months already. Now i’m implementing core gameplay features, but after it will work on level design and such.
Will be great to hear your feedback.
20.09.2019
-Added bomb
-Added spawn items bounce
-Added sprite shadows to moving objects
-Minor changes and bugfixes
29.09.2019
-Added arrow
-Made layer change more correct
-World freeze on button press or lever switch press
-Minor changes and bugfixes
13.10.2019
-Added fully working status bar
-Added push-able pillar
-Added little things, like grass on all objects in grass
-Many bugfixes and other code changes
03.11.2019
-Working on first dungeon
-New enemies: bat, mouse, slime
-New traps: spikes
-Many new sprites
23.11.2019
-Added pits, in which you can fall or throw enemies/items into it
-Added first boss
-Added slopes and fixed enter position to doors, so now rooms can be screen size without scroll needed
-Optimizations for JIT compiler
-Other bug fixes
07.12.2019
-Added ball on chain which spins
-Minor changes
-Some bugfixes
Thank you for your feedback. And about Beginner’s Dev Course. I think it is still too early for me to make such. I’m beginner at Unity too and discovering new things in it every day. Maybe I can do something like it after I will finish this game.
Added new items - bombs, also added animation for spawn items, like hearts and coins, to bounce a bit. And added sprite shadows to all moving objects. See video in first post.
Added new weapon - arrows. Made layer change system for throwable objects more correct. Added few new sprites and fixed some bugs. Video in first post.
This looks good, but there are some minor things I think should be added (very minor, it’s pretty early on)
The first is about how the camera works. You seem to have some rooms that exist on a single screen and don’t have any real reason to have a moving camera. While the player is in these rooms, it would make sense to lock the camera position. The same applies if the room is the same height or width as the screen, so instead it should be locked along the other axis.
The other is just a minor complaint about the spike animation. For this, I’m going to reference Super Mario 3D World.
You’ll notice that when the spikes come up, it’s not a smooth slide to the upward position, but rather, you can see the spikes start to stick out, then shoot up. This allows the player to tell when the spikes are coming up, giving them a clear indicator that they need to move or risk taking damage.
Thank you for input. About spikes i thought about that, so making it such wouldn’t be hard at all.
But lock camera in room a bit complicated. Due to how you can enter doors (you can do it slightly off-center), camera can go out of bounds in such room a bit and it snaps in boundaries right afterwards. Do not have good solution for fixing that, besides what I done now.
You can see example of this problem in picture below.
Added pits to the game, so now you can fall into them, or throw items in it or even push enemies to quickly defeat them.
Plus finally finished working on the boss of the first dungeon.
Rest time finally over and I’m returning to this project with new powers.
So in this months I plan to fix few bugs (mostly with pits) and finish fist dungeon. After it I can return to the overworld.