Dungeon Buster is a classic 2D action adventure game inspired by the likes of The Legend of Zelda: Link's Awakening and the early Final Fantasy games.
In this week's edition of the development diary we take a look at the progress made since last time. This includes combat, the inventory, and the new dungeon theme.
Posted by LightUpWarrior on Jan 15th, 2013
The last week as been busy; progress has been made in a number of the areas laid out in the previous entry.
The weapon switching via the inventory has been sorted out; there are two categories of weapo, melee and ranged. Melee weapons are left click, and ranged weapons are right click. For now there are two melee and one ranged weapon; short sword, long sword, and kunai:
When you select a weapon in the inventory, it'll then display the relevant selection in its respective place on the HUD:
Voila, weapon switching via the inventory.
Combat is still a very big work in progress. As of this morning, the skeleton enemy type has a basic AI schedule where they can wander, pursue, and attack. It wasn't all plain sailing though...
It was Touhou: Kunai Version. They spammed knives until the game crashed completely. But don't despair, it's fixed now!
Buster can also attack with either his kunai or sword. The swords have different ranges, meaning that you'll need to get dangerously close with the short sword to deal any damage, but can strike from a bit further back (and even deal slightly more damage) with the long sword. The kunai is a simple projectile weapon (that doesn't insta-kill everything like it did before).
The dungeon theme has been decided as Jungle Temple, so expect all sorts of devious traps and lots of nooks and crannys to explore. Here's a sneak peek:
That's all for now, keep an eye out next week for part 3.