Post-mortem
Dungeony64 [Prototype] » Devlog
I enjoyed trying to decipher Spelunky's level creation method, but I can't focus on a small project like this forever.
This is a list of features that I didn't implement or that are implemented but don't work in the playable version for various reasons.
Features not implemented
- Passive items.
- More enemies (Currently only 1 enemy with extremly basic AI).
- Traps (There are more traps already made, they just don't generate right now).
- A ton more room layouts (the rooms are based on a layout like in Spelunky).
- 3 different stages (Slight variation in generation and different solid blocks sprites).
- A final boss.
That's to expect if I ever return to this project or I make a non low rez version (this would only happen if suddenly thousands of people request me to do it).
Dungeony64 [Prototype]
Spelunky-like procedural generation experiment in 64x64 resolution
Status | Prototype |
Author | Damaze |
Genre | Platformer |
Tags | Dungeon Crawler, LOWREZJAM, Procedural Generation |