Devlog 3 - 12/5/25


Fabian


This week I worked on some key gameplay features; a functioning stamina system and the ability to damage and kill the clocktower. 

To add the ability for the clocktower to take damage I created a script which reduces the clocktower’s health every time one of the players projectiles collides with it, for testing purposes the clocktower only has 5 health, this however, will be far higher in the actual game. To show the health as a visual I was able to use the health bar which Micah had already implemented into the game.  


The stamina system utilises the same UI system as the health of the player and clocktower (but in blue). The player's stamina can be reduced in two ways in the current version of the game; that being the jump which takes away 10 stamina and the dash which uses 20 stamina. The player will slowly regain stamina as time goes on, but if the player does not have enough stamina left for the attempted action it will fail to activate. This will reduce the chance of players spamming the dash and jump features, along with adding some more difficulty.



Micah

This week I started off by debugging the basic attacks of the Clock Tower. The special attack would send the player through the ground upon hitting them, so to fix this, I made so there is a trigger in the arena that the player has to trigger before the fight starts. This trigger also sets a minimum Y coordinate so the player cannot possibly be knocked down if they are on the ground already. I also changed the trigger on the attack radius of the clock to a different collider so that you can jump when the attack happens and avoid taking damage.


I added in a warning screen on the slot machine that warns you when you're balance is running too low, and humorously offers you the gambling hotline number. This doesn't add a whole lot of functionality to the game but adds to the goofy and wacky nature of it that we outlined in the concept pitch.


I also changed the boss battle initiation sequence, so you cannot begin the boss fight without talking to the relevant NPC, and triggering the aforementioned trigger in the arena. This included fixing a bug that had The Clock Tower begin following you at the beginning of the game rather than when the battle was meant to begin.


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