Retro Adventure – Day 5

Big step forward today — the prototype is finally starting to feel like an actual game loop.

Implemented:

  • Reusable Door scene system

  • Room-to-room transitions

  • Fade transition between rooms

  • North/South animated dungeon doors

  • Moving slime enemies with simple patrol behavior

  • Directional slime walk/hurt/death animations

  • Inspector-driven enemy tuning variables

  • Transition input lock/polish improvements

The moving enemies alone changed the feel of the game a lot. Even with very simple movement logic, combat already feels more dynamic and positioning matters much more.

The project structure is also becoming cleaner now with reusable scenes for doors and room transitions instead of relying only on TileMaps.

Still very early, but the dungeon exploration loop is starting to come together 👀

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Retro Adventure – Day 1