Since the Game Jam 2 1/2 months ago we’ve been working hard on Sacrificial Inferno and it’s coming along nicely.
We’ve worked through a fair amount of the todo list…
- Line of sight fog
- Moar Enemies
- Improving art across the entire game
- Finishing up and polishing various traps (which suffered a little from the rapido nature of game jam dev!)
- New character animations alongside a revamp of the control system, allowing control of characters and enemies using the same codebase
- Ledge grabs!
- Finalising the level generation code, particularly making sure the levels generated could be moved through and completed
We’re now working towards the first stable version of the game that has all the core features before we start looking into what else is needed. The big ones on the todo list are flying enemies, enemy chasing AI, spells and adding more variety to the randomly generated levels.