dungeongen's People
dungeongen's Issues
Pressing shift automatically rotates towards an enemy
Chest loot
Make rooms and hallways same inherited structure
Basic title screen
Overworld scene (leads to dungeon select screen)
RNG for enemy spawn and type per dungeon
Info panel on current targeted enemy
Pause
Map zoom toggle with input
No diagonal movement through walls
Sped up approach to drawing dungeon
Inventory and items
Enemy node = walkable when destroyed
Faster grid drawing
Note: only show grid around viewport
Minimap / Update map with areas been (including halls and rooms)
Secondary "relic" attacks begin
Unit Testing with Unity/VS
RNG for chests in dungeon
Hide objects out of view (maybe room/hall approach)
Corner graphics / possible paths on minimap
Seamless movement
Save player stats to .json save file
2 x 2 and 3 x 3 units
Tie in A* nodes with dungeon generation
Event with data variable for initializing dungeon
Damage popups/hurt anims
BSP Dungeon Generation
Enemies only attack if player WAS in attack range before the move tick
Game log scrolling with D-Pad
Event-based spawning of player & objects, avoid A* dungeon path to exit
Command-based game inputs
Diagonal mode implementation
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