The first card game from a team of passionate people: Experience the thrill of a roguelike card game where every action is determined by the draw of a card. Stay tuned for more details as the lore unfolds!
- aDgors (Main Developer)
- Seven (Second Developer)
- WhiteDevil (Storyteller)
- Roselisa (Designer)
You can join our Discord server - Dungeon's Entrance - by clicking right here.
Scavenger's Hand by aDgors, Seven0492, WhiteDevil and Roselisa is licensed under CC BY-NC 4.0
The full license is included in the LICENSE file of the repository.
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Main menu:
- Added a Discord button that redirects to Dungeon's Entrance
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Levels(Game levels scene):
- Added two more levels
- Added a hand reset tile
- Added end text
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Cards:
- Added 5 more card slots, intended for higher chances of getting movement cards.
- Movement cards now have an arrow that shows the direction of the card.
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Other:
- Added instructions for players
- Old Main Menu UI is now Secret UI
- New Main Menu UI
- Added sounds
- Public beta is up!
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Bugfix:
- The main menu now shows the appropriate "Main Menu UI" layer instead of the "Game Mechanics UI" at the start of the game.
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Version numbering:
- Version numbers are now going to be prefixed with a bugfix number extension,
-Bx
, to differentiate bugfixes and the potentials problems they may cause. Any change to the existing game beyond a drop-in bugfix, like a mechanics change, is always a version number increment.
- Version numbers are now going to be prefixed with a bugfix number extension,
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Cards:
- Managed to get a small card system, with animations. (:tada:)
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Levels:
- Added a new scene, called "Game Levels", where we can build custom levels for the public beta.
Notes: I hope we can push everything tomorrow to the main branch of the game. I am going to do a cleanup of unnecessary files (unused sprites files) and, after making a few levels to show others our card system, we can publish it.
- Player:
- Made a separate Player object for the mechanics of the game
- Player object now has custom movement and collision (toggleable collision hitbox)
Making of the card system is going to be a bit complicated, especially as beginners. Hoping someone is kind enough to help us on the house. (You can find the Discord invite above the Change log)
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Main menu changes:
- Menu's scene's code cleaned up (Thanks to Seven)
- Added Procedurally Generated Demo (PGD) settings
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Other changes:
- Started using structures for different things, just to keep things more organized
- Tidied up the main menu code a bit more
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Main Menu changes:
- Added a Levels button for the types of level
- Added a Game mechanic button for game mechanics
- Added settings buttons for the simple dungeon generation(WIP) and noise generation
- All of the above will be temporary, as we're going to remove them once we publish the game.
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First levels:
- Player now snaps to grid once teleported
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Other Mechanics:
- Escape key now closes the game
- Added back buttons for every scene
- Added the card mechanic
- You can randomize the direction of cards by pressing on the card laid on its back
- You can't move the player by using the keyboard
- Added a collision "box", which won't work in this version, but might do in later versions.
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Events/Interactions:
- "is pressed" event is going to be used instead of "is clicked"
- Instead of using "on_mainMenu" or similar variables, we can use the "Visibility of a layer" function
- most objects are now global objects
- most objects have a sprite and tile equivalent (sprite is for DungeonGenerator, and tile is for manually designing rooms)
- added a version number to the menu screen
New version number system: increment the version number +0.01 per 'release'