Day 5 – 7DRLC

Puh, what a day ...  again just unwrapping so not much to tell. But while the thursday was in its last throes I did some pixely item cards that can be collected now.

In our dungeon are now more monsters than just trolls. We have magic that lets you rotate or destroy the cards you can walk on. Friedrich worked also on distance fight (bow and magic). You can change levels through ladders AND most importantly: You can die now and restart the game. Which is really essential for a roguelike - dying and reload, great fun!

If you like play yesterday's version in your webplayer!

Day 4 – 7DRLC

What I learned yesterday: Modeling 27 objects is a fine job for one day ... but remember, that somebody must someday do the rest of the realtime workflow: Unwrapping, arranging UVWs, collapsing, smoothing group assigning, texture baking, exporting as FBX-objects and texturing is also time you should never forget.

When I made my schedule for this challenge, I - of course - didn't expect this bits and pieces. Stupid, because this stuff I did the whole wednesday.
I hate unwrapping, really. I think I got mad somehow. Another day and I am a cave troll, too.

Friedrich managed to implement tons of stuff on the other side of our workstation/dungeon: We now have an interface, items to pick up and equip and the decoration items can now be seen in the level.

Day 3 – 7DRLC

I make it short today:
I did 27 items for the three levels. That's not much work for one day I think. But I can't wait to see them in the game.

Friedrich worked on the fighting system. You can now die dramatically in the fight against the trolls. Which means that the game is playable now - in a way. Now the real work starts: Inventory, interface, character level and of course some kind of winning situation. Although you'll never reach that point, because one attribute of a roguelike is perma death. Muhahaha.

Oh and the game has a name now: Pitman Krumb.