Nekromanteia #3

We do a lil gameplay


Now that we have our necromancy practicing protagonist and his skeletal army, they need some enemies to fight. To make the first enemy I just started freestyling in Aseperite and eventually came up with this goblin dude:

I haven’t done much of my own pixel art if that wasn’t obvious by now. For the art style I knew from the beginning I’d be keeping it as simple as possible. I’ll hopefully be able to spruce some things up later with shaders and particle effects.

Once I had the sprite I made some logic to have it chase the player and have the minion attack it if it got too close. I later added some damage numbers that pop up when it takes or deals damage. Now that the minions could fight back I wanted to give the player a way to defend themselves if they were being over run.

I went with Brotato’s approach to the player weapon. You have a set amount of weapons you can hold and they float around the player character, attacking any enemies that come within their attack range.

Weapon 1: Big Club

The attack animation didn’t come out as smooth as I would have liked but it’s serviceable for now.

Next up I added a node with a script that spawns enemies. I used code from this tutorial that I tweaked to fit my needs for this game. I also added some bare-bones UI.

Other notable additions:

  • screen shake when player takes damage
  • xp drops
  • enemy death animation
  • blood splat
  • walls