The battle screen and getting enemies in
This week I focused on finishing up the visuals for the battle screen. Parallax backgrounds, enemy saddles, and enemy riders are now in game. I have made it so the parallax backgrounds are seasonal, but the dragon saddles and riders are all manually entered to avoid gross random art as well as control what strategies the individual enemies will use.
When a battle starts, the dragon is generated from its name, like reading a seed from the shrine. Then the dragon loads a list of all the enemy names, finds its name, and assigns that name's attributes. This includes saddle data and rider data.
I also managed to make all of the saddles for the available breeds. I need the saddles for combat effects, so I spent two days straight animating the saddles. I wanted to finish the battle system by end of this month, but it is taking a bit longer. Once it is done, I just need to add polish and sounds before sending it off for early access.
Dragon Creek
A dragon raising sim where every dragon is procedurally generated
Status | In development |
Author | Rekkeld |
Genre | Simulation, Role Playing |
Tags | Character Customization, Dragons, minigames, Pixel Art, Procedural Generation, Singleplayer, training |
More posts
- Dragon Creek is in Early Access!Jan 31, 2021
- Patch Notes v24Jan 24, 2021
- Dragon Creek Demo V18Jan 17, 2021
- Dragon Creek Demo Week One ReviewJan 10, 2021
- Dragon Creek Patch Notes 1/6/2021Jan 06, 2021
- Dragon Creek Demo Patch Notes 1/5/2021Jan 05, 2021
- Dragon Creek: A New Year!Jan 03, 2021
- Dragon Creek Demo Patch Notes 12/31/20Jan 01, 2021
- Dragon Creek: Sounds and MusicDec 27, 2020
- Dragon Creek Update 12/19/20 (Demo Soon!)Dec 20, 2020
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