DevLog 5: Enemies and Dungeons


Good afternoon you beautiful peeps!

Today I have a little to show. I've mostly been working on 2 major things;

1. Dungeon Textures
2. Enemy Design

Dungeon Textures

Using a mix of Blockbench to test the textures in place, and Aseprite to design them, I've been creating 32x32 pixel squares to use in the dungeon. The plan to to have the dungeon be colourful and very mechanical, so the basic textures are designed to give the sense you're inside a computer or machine


From here I expanded out the designs, adding a floor tile for ramps and upper wall tiles for expanding the height of the rooms. After feeling the place was varied enough for testing I put together a mockup. This uses assets like the Noggin Knocker, the enemy we'll discuss below, the Chest, and also the basic UI I've put together to get a feel for how the game may look.


This is far from how the finished thing will look, the finished product will have lighting (cel shaded lighting which I'm still toying with) and much more interesting placement of enemies/chests. I just wanted to get a bunch of elements in shot to give myself an idea of the visuals of the dungeon and I'm happy with them so far!

Now onto

Enemy Design
BOT-004:BUG

This is the first enemy I've built for the game, although not the first designed, hence the number 004. I have up to 008 in concept art but I wanted a super simple enemy to put together for testing animations and stuff. So far I have animated him in idle mode

And also his walk which will activate when he sees the player as his attack is melee range

I also added a little "judder" to his movement to give the feel of him being mechanical, things ticking and whirring inside him causing him to shake a little. I timed these movements to each leg touching the ground to also give him less of a 'floating' feeling when he moves.

I've yet to implement him into the UE5 build yet as I want to learn how to program basic enemy AI and such first, I also may give him an animation for attacking, although he already jabs his spikes out so it may not be needed.

So that's about it for stuff to show right now, had a busy few days recently so not been at my computer much, but up next for me is learning some basic AI stuff, maybe implementing a rudimentary combat system and trying to emulate how Kings Field felt while also giving the player full mouse look and WASD movement. Wish me luck!

-Timbo

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