Cryptic-Pilferer DevLog


Dev Log Week 1: Conceptualize Project

Development team formed with Joshua Dyck, Andrew Karpinski, Jun Young Won and conceptualized our game concept for a roguelike, dungeon crawling, top down, fighter. 

We have started both the dev logs and design documents

Created clickup group and github page to help with collaboration

Started to assign roles and through Clickup to get started and found assets we could use for this project for the medieval, dungeon theme


Dev Log Week 2: Look and functionality

For this week in development we thought to take a look at what assets we could use from which asset packs and as well as how the camera would be set for the player.

Setting up the camera using what angle was important to how our characters would move and attack and which animations would work best and as well as how we should set up the environments.

We started working on how walls would need to fade as the camera would go behind it and which parts of the walls are needed as part of the scene.

Each member took a different task on what to work on. Camera position, character movement, levels.

Player, characters, and enemies were given animations for walking around


Dev Log Week 3: Players, Enemies and lighting

This week was when we started and implemented the meat of the game. We tried to keep our design as modular as possible so for maybe further development beyond the capstone project prototype more can be added.

Player character was able to move and had values for movement, armor, speed, and appearance. We thought of possibly adding classes and other adjustments to player characters.

Enemies were given NavMesh AI pathing to traverse and find the player to attack. 

Weapons implementation was made to add in the future for different weapon classes and for both the player and the enemies to use and attack with them.

Due to a high number of batch calls, occlusion culling and Lightmapping was being worked on for better performance and look of the game. Due to Andrew’s hard work on this, the performance of the game was improved.


Dev Log Week 4: 

Week 4 was final touch ups for the prototype and more animations done for the enemies and players, such as attacking. Players can be assigned a weapon using the strategy design pattern, with stats taken from a scriptable object. Health bars were added as well as door and chest opening animations. Josh worked on healthbars, background music and sounds.

The scope was limited to 2 rooms as a vertical slice of our game to deliver on the deadline given and as well as limiting the random factors of the game.

A prototype has been built and published on itch.io!

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