Pre-Alpha v0.0.4
What's Changed
Made some great progress. The project is starting to feel like a game! Because of that fact, I'm marking this as a stable version of the game.
Scenes
- Implemented the title screen and main menu.
- Written utility functions that help with menu navigation
- For now, only the "PLAY GAME" and "QUIT GAME" options are functional at the moment.
- Finally implemented the gameplay scene.
Stages
- Prepared a simple stage template to make the task of making stages easier.
- Written Utility functions for loading stage textures.
- Drawn a proper stage called: Arisen
- Raised the default y levels of every combatant to compensate
Gameplay Loop
- There is now a timer that constantly ticks down. A wave of enemies will spawn if it hits 0.
- A wave counter that ticks up whenever the timer hits zero. Would only stop when the final wave has been reached.
- Implemented Wave Manager which is responsible for handling the spawning of enemies.
- The game now goes to the title screen when the player dies to make testing easier.
Game Phases
- The Rest phase only triggers when there are no enemies active and/or waiting to be spawned. During the Rest phase the player will use a different idle sprite, and their health will slowly regenerate.
- If the conditions to trigger the Rest phase aren't met, the game would be in the Action phase.
Miscellaneous Changes
- Finished the game's custom font
- Written utility functions for aligning text.
Full Changelog: pre-alpha-v0.0.3...pre-alpha-v0.0.4