Retro Adventure – Day 6,7,8

Over the last few development sessions, I focused on building the core progression tools needed before laying out the first full dungeon.

The project now supports room-to-room transitions with spawn points and fade effects, while keeping the player separate from the active room scene. This makes it possible to build the dungeon as a collection of reusable room scenes.

I also added persistent pickups, including keys, hearts, and coins, so collected items do not reappear when the player leaves and returns to a room.

Doors now support several behaviours:

  • normal doors that open when all enemies in a room are defeated

  • locked doors that require a key

  • optional key consumption

  • persistent unlocked states, so doors remain open after revisiting a room

  • doors that can intentionally start open for shortcuts or testing

Stairs are now configurable gameplay objects rather than just visual exits. They can begin visible, reveal after a room is cleared, or remain hidden until activated by a switch. Their reveal state can persist when revisiting rooms.

The latest addition was a reusable switch system. Switches have on/off visuals, activation sound, optional persistent state, and can unlock stairs by unique IDs. This works both for stairs in the current room and stairs in another room that is not loaded yet.

That gives the prototype the main dungeon progression toolkit needed for the first map: enemies, keys, locked doors, persistent doors, pickups, room-clear stairs, and switch-controlled cross-room stairs.

Next step: start laying out the first nine-room dungeon and connect the gameplay flow using these systems.

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Retro Adventure – Day 5