Matt McL - Dev Log #5
Over Spring Break I didn't get much done in terms of progression for design due to my wifi not working along with a head injury that limited my screen time.
However, I did get a chance to playtest the current build of the game. Doing so actually gave me quite a few ideas for creating new rooms/level sections to be added to the Level Generator.
I quickly wrote down/quickly drew up rough sketches of my ideas. My thought process was to attempt to create rooms that had smaller room sections within. So far most are filled with a lot of hallways/smaller rooms within the area of a room. This is intended because as I played the demo, I realized there were a lot of open rooms and a lot of space. While this is nice for easily killing enemies, other Top-Down Roguelike/Roguelite utilize a variety of shapes and definitely have some tight space areas. I felt that adding more enclosed rooms could create a more unique experience as players travel through the dungeon and see the varying rooms. I plan to add more room shapes and hallway-based rooms in the future, but at this point, the 5 I created should help to add to the room diversity that our design team was initially worried about reaching.
Get Whispering Abyss (2022)
Whispering Abyss (2022)
Top-down Lovecraftian Horror With a Profuseness of Items
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