Caleb's Devlogs


Dev Log #1 of Miser Manor Curse

 I am developing a Metroidvania with a small team of developers. The game has a French aesthetic with secrets of a corrupt mining industry of the late 1800s. I have been tasked with enemy creation. I created some of the enemies this week. I Created 4 patrol enemies that can follow the player and shooting variants of each. I designed the enemies with ghostly behavior in mind, more to come next Dev Log. -Triple C 

Dev Log #2 Miser Manor Curse week 2 

Finally got version control up and running so we are all ready to keep production going smoothly even when errors occur. I made a video for my team to reference when using the enemies in the level design. I am focusing my efforts on making the enemies hurt the player. So, I added a health system and Georgia added a way of attacking the enemies. -Triple C 

Dev Log #3 Miser Manor Curse week 3 

Fade in and out, script was constructed to give select enemy’s a ghostly vestigial appearance as they fade in and out of reality. I created moving platforms; a special enemy variant was created that acts as a moving platform, but with edges that are deadly. We also completed merging everything into one scene for testing. -Triple C 

Dev Log #4 

Fixed an error with the straight-shooting enemy. I added an additional Variant of moving platforms. I focused my efforts on reworking some of the existing enemy code to accommodate for sprite integration. Crafted an enemy that patrols on the ground and worked on creating jumping variants. Furthermore, we made level design specifications towards enemy behavior. Our team also worked through GitHub errors. -Triple C

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