Devlog #5 - Steady progress!


Heyo!

We have been hard at work this week, but sadly don't have much to say or show for it.

We are tackling game progression, map generation and unit types at the moment, and we think this may drag until next week, as some of the stuff has been rather hard to successfully implement.

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Luís:

This week i was responsible for the map progression, which is almost done. Created a randomized level tree generator which will allow the player to choose it's own path in each run.

Lucas:
This week, I was assigned to 2 different tasks:

  • Create a new types of entity which throw arrows (enemy and units)
  • Add a highlight on the selected squad

Hélio:
This week I have been trying to get random battle map generation to work. I tried using Perlin noise at first, but that resulted in lackluster results given the low size of the maps. I then decided to look into Wave Function Collapse. While results are a bit more interesting, it still does not reach the kind of results I was hoping for, and my implementation of it (using Tessera from the Unity Asset Store) is very headache-inducing. I'll be looking into it for only a bit more, but may turn to an alternative instead.

Get Mystic Militia

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