Devlog #3 Mountain


The mountain area is a fair deal bigger than the previous areas. Going up and down a mountain, plus traveling through caves does take a good deal of time. I learned how to make particles, which wasn’t nearly as bad as I was afraid it would be. There’s a bunch of fiddly bits to make the particles look better, but putting in simple particle emitters was pretty easy.


Sliding ice turned out to be annoying in comparison. Mostly because the game doesn’t have a tile system, so there were a bunch of edge cases where the collisions caused problems. For a final draft I’ll consider forcing the movement to be tileish at least for ice patches to make the sliding easier and more predictable.


Volcanos are a standard fare for an RPG adventure, so on the back of the icy mountain is an improbable lava area. A lot of it will be hot springs to give a little bit of variety.


I was hoping to be finished with the first draft by the end of the year, but with most gamedev plans, it looks like with my pace it will take until a little into next year to finish. The game is meant to be short and sweet in RPG terms, so after clearing the mountain, the player will finally reach a castle city and delve into a dungeon for their last challenge.

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