Devlog: Goodbye Dead City

Dice 'n Goblins

Dice 'n Goblins is a turn-based RPG that blends luck and strategy as you battle using dice rolls. Master your skills, chain powerful combos, and overcome the whims of fortune. Collect loot, upgrade your gear, and craft the ultimate dice pool to face monsters and other foes lurking in the shadows!

Dice’n Goblins is still advancing steadily. This month, I’ve received the help of my business partner Alice, and a bunch of stuff is moving at a greater pace. On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends. The zone contains 15 monsters, all with their moveset and with 10 unique sprites. I’m pretty happy with how it’s turning out. Overall, this part of the dungeon has been a lot of work and it's great being able to move from it! [img]{STEAM_CLAN_IMAGE}/45029732/4d86633b8ca679222d33ae7140b2491a5ce7ca04.png[/img] On UI side, we have improved the look of things a lot again, with a combat disk, breaking down combat turns. [img]{STEAM_CLAN_IMAGE}/45029732/ac608312a7b48cf964baa724237c578266419c2a.gif[/img] We have drag and drop for the inventory, because I was seeing playtesters fight with the controls. I develop my games aiming for controllers, since I find it more comfortable after a day of development or drawing. This is why playtests are important. The game has full controller support, as well as keyboard and mouse+keyboard and you can rebind controls to your liking. [img]{STEAM_CLAN_IMAGE}/45029732/c06321af1525f3e352e653c46e07b8b70a8ec765.gif[/img] We added particules and animation on the dice during combat to better explain what was happening. [img]{STEAM_CLAN_IMAGE}/45029732/677eab777da8cdae028186e33ddb4a59bebbe46f.gif[/img] Finally, I added some bigger dice for the end game! Poor Gobby drowning under all the dice! [img]{STEAM_CLAN_IMAGE}/45029732/3028c1dbbc593f7d43d93598a3fecffb07d87ae9.png[/img] The most fun this month must have been working on cutscenes. I feel like I’m directing a little movie and it’s very rewarding. Alice worked on getting a Steam Build and the Steam integration for the game (Achievements and such), something we won’t have to rush at release. Next month will be full of surprises! First, I’m taking some holidays (my arms will fall if I code more), I’m starting the Moon Levels for which I have plenty of ideas and we will prepare a demo, to be hopefully released in September. Here some development picture of next zone: [img]{STEAM_CLAN_IMAGE}/45029732/4d86633b8ca679222d33ae7140b2491a5ce7ca04.png[/img]