#0 The First (Big) Update



Reach The Peak


Welcome to the first devlog of Reach The Peak! (working Title)


This is a solo project of just one programmer, so the the art won't be pretty, but I asure you the programming won't be as shitty!

The premise is simple: you're trapped in an endless dungeon and must fight to survive. I’m considering adding full survival mechanics (hunger, thirst, temperature, sickness, etc.) and crafting in the future, but those ideas might come much later—or even be scrapped.

And yes, there will be multiplayer, so you can team up with your friends and take on the challenge together.

Art


I will tackle this first, as there's not much to report on: the game will feature pixel art, but I haven't put too much thought into it yet. As a programmer, my primary focus is on making the gameplay fun and fleshing out the mechanics. Once I'm confident the game is enjoyable, I'll invest in refining the art and themes.

For now, most of the art is placeholder, so you might notice some visuals that look a bit weird or ugly—that's how you'll know I made it! :)


Programming


At the moment, there’s not a ton of gameplay content, but a lot has been implemented behind the scenes! There's a working inventory and item system, which already functions in multiplayer.

You can pick up and drop items (though there’s a small bug where you can’t pick them back up yet—working on that! 😉). There’s also a toolbar where you can select weapons, tools, and items, and in multiplayer, these will be visible to other players as well.





Combat


You can already damage objects, kill enemies, and even engage other players. At the moment, there’s a simple swing up-and-down attack combo, but more complex combat mechanics will be introduced later—primarily through skill books.

Currently, there are two enemy types: a black cyclops that charges at you and attacks with a stick, and a red Glareling that fires lasers from a distance.




Skills


There are skill books that allow you to learn one or multiple skills depending on the book. There are base skills, which will boost your character's stats. For example, you'll gain defense stats when blocking an attack or taking damage, and increase combat stats when defeating enemies.

In addition, there are special skills, which are abilities that interact with the world in various ways, often related to combat or defense.

At the moment, the only special skill implemented is the Wind Sword Slash. Initially, it’s a weak, small slash, but as you level it up, it becomes stronger, wider, and gains combo attacks.

There are also utility skills, which haven't been implemented yet, but these will mostly consist of passive buffs or abilities designed to make your journey a bit easier.




Multiplayer


The host acts as the server, and other players can join via Relay. When hosting a game, you'll receive a code to share with your friends for easy access. There’s no player limit at the moment, though I'm considering capping it at 8 players. Everything mentioned in this devlog works in multiplayer as well.


Save And Loading


There’s also a fully functioning save and load system. Your skills, levels, inventory—basically everything related to your character—are saved and can be reloaded.

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