Matt McL - Dev Log #3
For this week's sprint I focused primarily on Level Design, I designed a variety of levels in an attempt to make more diverse levels. Originally most of the shapes were boxes or diamond shapes. I created one specifically that was similar to a Z shape along with a few more similar to previous rooms.
I also did research on other roguelikes/lite games and got inspiration from their rooms, however, our level generation is somewhat limited so many of the levels I found interesting aren't really possible with our current generator. Despite this, there are definitely ways we can find/use to overcome these limitations and will continue to design around the current state of the generator.
For next week, I will be going through the menu design once again and making a new iteration, as well as deleting old sprites from the old iterations to make space within the unity project. The new iteration will feature some use of the gothic design style by changing how the button border will look. Additionally based on a comment from Paul about how he liked the Highlights on iteration 3 that we didn't use (Which can be found in my dev log #2) I will be attempting to incorporate this hover function into the new button/menu design.
Get Whispering Abyss (2022)
Whispering Abyss (2022)
Top-down Lovecraftian Horror With a Profuseness of Items
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