Retro Adventure – Day 9
The first dungeon is now fully connected with 10 rooms. This session focused on navigation, room layouts, and preparing the gameplay phase.
Retro Adventure – Day 6,7,8
Days 6–8 focused on turning the Zelda-inspired Godot prototype into a reusable dungeon progression system: persistent pickups, keys and locked doors, room-clear rewards, configurable stairs, and switches that can unlock progression across different rooms.
Retro Adventure – Day 5
Moving enemies, animated doors and room transitions — the dungeon is finally starting to feel alive.
Retro Adventure – Day 1
First movement prototype, animations, tilemap setup, and collision tests in Godot.
Retro Adventure – Day 2
Added combat basics, attack animations, enemy feedback, and first audio integration.
Retro Adventure – Day 3
Implemented player health, knockback, invulnerability feedback, and gameplay polish.
Retro Adventure – Day 4
Implemented the full gameplay loop with player death, restart system, directional death animations, and the first room scene structure.