Devlog post - WEEK #4 - Afonso Gomes
This week I have:
- Implemented NPC Merchants / Shops.
- Implemented a new easier way of marking the tiles of the world to toggle with the OniVision skill. To accomplish this I created a GameObject Prefab called "OniVisionTile" with a script that on the start of the scene, adds its position to the Player's list of tiles for OniVision and deactivates itself. This Prefab can now be easily placed in the tilemap using unity's "GameObject Brush".
- Added a new type of Inventory concept: Upgrades (Which includes a new tab in the Inventory Menu
-Implemented a new pickable upgrade, the Main Heal Upgrade, which increases the number of Main Heals restocked when resting. (My game influences are pretty obvious, I know)
- Integrated some new sprites drawn by our colleagues from Fine Arts
(Once again, these changes can be seen in the new WebGL build available to play in the browser)
Get Oniden
Oniden
Single-player 2D Metroidvania game for PC
Status | Released |
Authors | afon, M., Cruziper, tomasms122 |
Genre | Adventure, Platformer, Puzzle |
Tags | 2D, Action-Adventure, Metroidvania, Side Scroller |
Languages | English |
More posts
- Devlog post - WEEK #6 - TomasJul 01, 2022
- Devlog post - WEEK #6 - Afonso GomesJul 01, 2022
- Devlog post - WEEK #6 - ManuelJul 01, 2022
- Devlog post - WEEK #6 - Gonçalo CruzJul 01, 2022
- Devlog post - WEEK #5 - Gonçalo CruzJun 25, 2022
- Devlog post - WEEK #5 - Afonso GomesJun 24, 2022
- Devlog post - WEEK #5 - ManuelJun 24, 2022
- Devlog post - WEEK #5 - TomasJun 24, 2022
- Devlog post - WEEK #4 - ManuelJun 17, 2022
- Week 4 Devlog - Tomás SoaresJun 17, 2022
Comments
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Great work. I really like the custom tiles, can you share some links on how to implement those tiles?
It is one of those features that really help the development of the game, but does not change the perception of the game by the player.
The dirt and grass tiles? It's actually really easy to set up and is indeed incredibly useful, it saves us a lot of time while building the terrain.
Here's a really good and simple tutorial:
That is quite easy, but I was asking regarding your implementation of the OniVisionTile.
Oh, that I did all by myself, so I don't really have any links to share, but I can try to explain it simply:
- Create a simple script that on Awake() gets the transform's position and adds that position to a list of positions for Oni Vision in some kind of manager script (like OniVisionManager or something like that).
- In the Tile Pallete, Select "GameObject Brush" instead of "Default Brush" and set the "Game Object" to the Prefab you just created.
- Now you can paint those Prefabs anywhere you want.
- In the manager script, when oni vision is toggled, you simply write this to toggle the ground tiles in those positions: