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Devlog
Devlog 7 - Procedural Dungeons & Combat
March 03, 2024
by
Andrew Scott
1
I have been revising my systems for generating procedural dungeons, and have now made a system that can generate non-linear dungeons that sprawl out into multiple pathways and a much better object spa...
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Devlog 6 - Tutorial
January 13, 2024
by
Andrew Scott
In this update, I’ve added some new combat features, refactored a bunch of code and thought it was finally time to make a tutorial for the game. Tutorial Making a tutorial was long overdue, and I th...
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Devlog 5 - Puzzles, AI Managers & The Cuttery
November 24, 2023
by
Andrew Scott
Puzzles I’ve been wanting to add puzzles since the start of the project, but have been struggling with coming up with mechanics as I’ve never done any puzzle design before. I’ve been watching lo...
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Devlog 4 - Procedural Dungeons (Part 2)
November 11, 2023
by
Andrew Scott
PCG Dungeons I’ve been focusing on improving the randomly generated dungeons and have added regions. Regions determine the assets used for the environments, traps and enemies for the rooms. Using th...
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Credits
November 11, 2023
by
Andrew Scott
Art Assets All asset packs were from the Unity asset store UI 2D RPG Button 7 by JiroCraft - https://assetstore.unity.com/packages/2d/gui/icons/2d-rpg-button-7-278861 Basic RPG Cursors by Poneti free...
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Devlog 3 - Procedural Dungeons (Part 1)
November 03, 2023
by
Andrew Scott
With this update, the player can now explore procedural generated dungeons, populated with random enemies and traps. There’s a lot to improve here, but so far I have a dungeon generator that can gen...
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Devlog 2 - Enemies & Shrines
October 27, 2023
by
Andrew Scott
While working on the blockout for the first level, I made some new features that I decided to add to the arena mode demo. There are also a lot of improvements and fixes that have been made. Summary of...
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Devlog 1 - Game Overview, Combat Design & Arena Mode Demo
October 22, 2023
by
Andrew Scott
For the last month I have been working on my own game, Enfabler. I have been focused on getting the combat system in a good state and feeling polished and have now released a demo on itch.io. I am now...
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