8/17/25
- Added liquid mechanics
- Water
- Lava
- Swimming
- Added ladders
- Updated the class system to be more modular (now relies on arrays for tracking class-specific stats)
- The function to calculate damage dealt to enemies is now global
- Simplified the player-enemy damage system
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As you can tell, one of my goals right now is to get as many basic level objects implemented as possible. I want to have a lot of bases covered preemptively so that when I actually have to sit down and start making levels, I have a big juicy grabbag of mechanics and gimmicks to mold into unique experiences. I hope that by making lots of simple little systems like this, I'm able to piece them together like a massive, sprawling puzzle.
One accidental feature has already given me a great level idea: If you hold space while swimming, you seem to "skim" the surface (basically, you bounce like a speedboat). It would be awesome to spin off this mechanic into something akin to surfing from the CS games.
Also, as an aside for my fellow developers... if you're going to include "scary" imagery in your game (such as a wall texture made of distorted human faces), make sure not to forget they're in the files before you open the textures folder...
Ever Deeper
The Dungeon's Tale
Status | In development |
Author | lobotocapitated Softworks |
Genre | Shooter, Role Playing |
Tags | 1-bit, Action-Adventure, Action RPG, boomer-shooter, Dungeon Crawler, FPS, Pixel Art |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls, High-contrast |
More posts
- 9/15/25 - 9/28/256 days ago
- 9/8/25 - 9/14/2520 days ago
- 9/2/25 - 9/7/2527 days ago
- 8/25/25 - 9/1/2533 days ago
- 8/18/25 - 8/23/2541 days ago
- Small Update (8/19/25)47 days ago
- 8/16/2549 days ago
- 8/15/2550 days ago
- 8/14/2551 days ago
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