⚔️ Wishlist on Steam: store.steampow... 👾 Join the Discord: / discord Hello, this Devlog covers the process of creating the Penumbra Tower demo boss. #gamedev #devlog #roguelike
Boss looks great, you got great movement in it for only a few animation sprites. While watching you play, it looks like the game might benefit from letting you click further away to where you want to move, so if you can move 3 times, instead of manually clicking each tile, just allow the player to click 3 tiles away.
This boss and game looks amazing, the process has been great to watch. Do you plan on adding anything to the area outside of the grid that the player can interact with? It takes up nearly half the screen but is very plain with just a solid colour. Still dope tho
@@Greedable Fair but maybe just some tiles with some randomised details will just add a bit of visual distinction when those ui elements aren't being used. I know youll crush it :)
hello, i have a question do you know why my sprites are "pixelated", when imported into unity? the sprites are hand drawn NOT PIXEL ART, the sprite looks fine when it covers a bigger portion of the screen in playtime but if i zoom out the camera or scale down the sprite/change the ppu to make it smaller (like hollow knight size) it becomes pixelated. Ive been searching everywhere on the internet for a solution but i cant find any answer anywhere. If you have any idea why please let me know, ty!
0:00 "Hi! I'm breedable" 😳
AYO
Boss looks great, you got great movement in it for only a few animation sprites.
While watching you play, it looks like the game might benefit from letting you click further away to where you want to move, so if you can move 3 times, instead of manually clicking each tile, just allow the player to click 3 tiles away.
i agree, ive been using my own grid movement script up until now, but i think i might need to switch to astar or something to make it easier on myself
I really enjoyed the boss! I'm excited for more bosses to come in the future :)
glad you liked it, i had fun making it so i plan to add at least a couple more
Super cool. The boss looks impossible though 😂
i find that getting to the boss is harder than the boss itself, at least in the runs that ive done
This looks amazing
The Boss Sprite is very cool
Great dev log! Really enjoyed how you showed your process.
What was the game at 1:26?
thanks! it was Core keeper
Liked and subscribed!
Fought the boss and it was fun! Can wait for more!
glad you liked it!
Bro i had to start this video over 2× cause ik i heard smth else than what he meant
This boss and game looks amazing, the process has been great to watch. Do you plan on adding anything to the area outside of the grid that the player can interact with? It takes up nearly half the screen but is very plain with just a solid colour. Still dope tho
when you hover over an enemy their ui appears there, but i may end up changing that so im not sure 🤷
@@Greedable Fair but maybe just some tiles with some randomised details will just add a bit of visual distinction when those ui elements aren't being used. I know youll crush it :)
hello, i have a question do you know why my sprites are "pixelated", when imported into unity? the sprites are hand drawn NOT PIXEL ART, the sprite looks fine when it covers a bigger portion of the screen in playtime but if i zoom out the camera or scale down the sprite/change the ppu to make it smaller (like hollow knight size) it becomes pixelated. Ive been searching everywhere on the internet for a solution but i cant find any answer anywhere. If you have any idea why please let me know, ty!
Very cool!
why does your UI look so clean ?
when you redo the ui multiple times eventually it starts to look okay haha