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 👀