
Hello Dungeon Cleaners,
With a bit of delay, we are here for another major update!
We are very proud to conclude Phase I of our development: the core gameplay is over! Win/lose logic is done:
- Get in a level and clean
- Don't get killed
- Get out with all your alive mates otherwise they die (by your fault)
- Get out before the end of the timer
Also, a big new feature is the integration of the elevator directly into the dungeon: no lag, better immersion, no starting in a random tutorial. Players will spawn directly into the dungeon as if the elevator has always been there. Thanks to @guiiik, this has been made possible.
What's coming next?
We will start Phase II of the development of Dungeon Cleaners. We are going to work on a medium-term timeline on monster behaviour, and in the long run, we are going to work on progression. @jg has already created a POC for an evolution in the gameplay to add more variety and challenge in the long run. We will keep adding more new items and characters in the dungeons, like the Vending Machine Man, who will sell random cans directly inside the corridors.
New Features
- Update to the tutorial room
- Better animation management
- Switch between existing items in the inventory, not empty slots
- A lot of GPU optimization
- Doors in toilets
- Cleanable toilets
- Scoreboard to evaluate players
- Pickable sponge in the tutorial
- Dungeon music starts when quitting the elevator
- Get up from crouch when sprinting
- Leaner HUD, money display in-game
- Prison doors
Fixes
- Monsters spawning on top of random tables
- Superposing levels at some point in the game
- Some items can go through walls
- Monsters spawn at the beginning of the level
- One player win, everybody win.
Known issues
- Monsters getting through some walls
- Monsters not making enough noise when attacking
- Abrupt changes on the monster behavior when it loose player tracks
Love to you and your cleaning gang :heart:
