Welcome!

I’ve created this blog to archive some notes about the development of Adventure, a very simple dungeon crawler, developed with Unity and mainly targeting Android devices for the moment.

Posts

  • Release 1.0.0: First stable release + Triple bullet power-up

    This first stable release comes with the “triple bullet attack power-up”.
    Also, the boss battle difficulty has been increased, as the boss now also uses the triple bullet attack and has more health.
    All in all, the intention behind these changes is to add more incentive to explore the dungeon.

  • Release 0.9.0: Title screen

    The new title screen is now displayed when the game is started, when the player wins or loses the game.

  • Release 0.8.0: Map item + Boss at the end of the level

    The end room is no longer empty!

  • Release 0.7.0: Virtual D-pad adjustments

    This release improves the behavior of the virtual D-pad, by allowing changing directions just by dragging over it (instead of having to tap and hold each button separately).
    This release also includes some graphical changes to give more identity to this game (just by using a color palette and by displaying a grid).

  • Release 0.6.0: Key and lock dungeon generation

    The dungeon generator has been completely rewritten in order to implement the key and lock mechanism.

  • Release 0.5.0: Multiple types of enemies

    There are now two types of enemies, with different behaviors.

  • Release 0.4.0: Random level generation

    Added a first version of a very simple level generator.
    The mini-map now also displays the end room, which will be the victory condition of this game.

  • Release 0.3.0: Mini-map

    First version of a mini-map system, added so that players can feel like exploring a dungeon, by visualizing how rooms are interconnected.

  • Release 0.2.0: Multiple types of rooms

    This release mainly consists of technical refactorings in order to create levels and rooms programmatically, instead of having to build them manually in Unity Editor.
    A positive side-effect of this refactoring is the possibility of creating multiple types of rooms (these are prefab variants, instantiable by name using a factory).

  • Release 0.1.0: Core gameplay

    The objective of this first release was to have a very simple but playable game.
    To do so, only the core gameplay elements have been implemented, as simply as possible.