Dracula Dev Log 14: Blood For The Blood Drive

In the past two weeks, I’ve upgraded the level loading system. The first project was locking doors and loading levels within levels. I used this to make a bridge/hydroelectric power plant level. Now the player can’t explore the map freely. You have to obtain a key, enter the bridge from the left, open the door,

Re-making a Classic: Super Mario World in 3D

No, not Super Mario 3D World In December of 2021, I caught the plague. Whilst quarantining in an isolated wing of the freshman dorms, I re-discovered the YouTuber CodyCantEatThis, and his adventures in bringing old 2D games into the third dimension. While his Sonic recreation used pre-made models found online, he went bigger and bolder

Dracula Dev Log 13: A Whole New World

The following was written on March 6th, 2022 I wanted to populate the world with more levels, but I had difficulty building motivation this week. I was able to re-create a re-usable chest object (I created one a few weeks ago, but it had been lost), I updated turret code, created a signpost object, and

Dracula Dev Log 12: Open for Business

The following was written on February 28th, 2022 The shop was easy to integrate into the dialogue system. I was combining two systems made by two different people with their own programming styles, so I was surprised with how little resistance I encountered. Truly a testament to the adaptability of Fluffy Game Dev‘s Dialogue System.

Dracula Dev Log 11: Look Who’s Talking

The following was written on February 21st, 2022 This was one of my more confusing but productive weeks. It took me  2 1/2 days of work to comprehend, implement, and bug fix a 10 minute tutorial (Shoutout to Fluffy Game Dev), and honestly I still don’t understand how it works. But it does work, and

Dracula Dev Log 10: Storage Space

The following was written on February 14th 2022 This week, I created an inventory and inventory screen for the player. Items automatically stack, and the display automatically updates. I was also able to save the inventory to an external json file and load it back in. Currently there is no way to remove or interact

Dracula Dev Log 9: The Lost Month

The following was written retrospectively to account for a gap in reports Map Changes Over Winter break I added Map Fog, clouds that would disappear when the player got close enough, and remain disappeared when the player re-entered the map. This system was very similar to the one I used to track what enemies should

Dracula Dev Log 8: it’s… ALIVE!

The following was written on December 5th 2021 This past week was the most productive thus far. I did so much, I can hardly believe it’s only been one week. Before anything, I wiped out the leftover to do list from last week, which was pretty easy. The real work started with making the player

Dracula Dev Log 6: Time to Strike

The following was written on November 23rd 2021 This past week I had been focusing on the attacking function of the character. I created some very plain animations by modifying the sprite and an attack effect I found on the internet. Like last week, I was able to go above and beyond and create a