First Devlog
One thing to note, I have been working on this project earlier before starting stardance, so expect an offset in the hours and content made at the beginning.
Grave Descent (working title Dunmere) currently has a hub room with an upgrade altar and a dungeon door leading into procedurally picked rooms per depth, capped off by a boss room with an intro cutscene that blends from a scripted camera into the player’s own view. The player has melee sword combat, blocking, rolling, and a basic interaction system, and there are four enemy types built out (a beast, a skeleton gladiator, a monstrosity, and the Chaos boss) each with their own animation and attack states. Progress is tracked through a GameManager autoload handling souls, shards, HP, and unlocked upgrades, which reads and writes to a save file so a run can be continued later. There’s a main menu now too, with new run, continue, and quit, a confirmation prompt before overwriting an existing save, and a live 3D view of the hub room rendering behind the UI instead of a flat background. 8-8-26
Comments 2
Nice graphics! How’s the performance?
@alien Thanks! The game runs smoothly thanks to pre-baked lighting, occluders, and compressed 3d models.
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