When generating the dungeon I save it as an array of grid tiles (dungeonArray[x][y]), which I then use to fill in with blocks afterwards. 0 in the grid means empty space, 1 means floor, and 2 means wall. I also save an array of each rooms position/size so I can spawn items / monsters in rooms later on.
Edit: Oh you were asking about the animated characters, I just separate out the pieces in blender and then extrude / scale / collapse vertices to create a smooth cap
Robloxâs built-in audio filters are a lifesaver already, but I might end up suggesting a couple more that I need.
Otherwise, approximating effects in code isâŚbleh, but I got quite a bit working.
In terms of gameplay, it might be better user experience to do some color changing effects (like flashing/changing the colors of the walls to a brighter color) rather than throwing the whole stage upside-down, it might be disorienting to real players. For the sound effects, I think the one that plays when you bump to the sides is a little loud/sharp and detracts from the music a bit. Other than that, really awesome! I hope thereâs some easier modes too for when you get around to releasing this.
No such thing in game design! Iâm just pointing out a potential UX issue, most players wonât be aware of it being based on another game nor care about that.
And occasionally come with a ground pin coming out of the socket (which is visible on the screenshot).
Although the holes should be in the middle, and theyâre slightly below the center in the build.