Final Updates

In the final week I updated the UI for most of the scenes and finished implementing the UI for the shopkeepers.
We ended up deciding to turn the third shopkeeper into a tutorial. She holds pages describing the controls and mechanics of the game play in and out the dungeon.
Besides that I made final changes to the Dungeon UI, including a way to pick the size of potion you want to use.
Other than that I did mostly bug fixing and finalising the map decoration.

Week 13-15 Music and Learning

Hello everyone,

it has been a while since my last update, that was due to updates and exams but this does not mean I stopped working on the project.

In this time I went looking for some BGM’s and Soundeffects for our game, it was a bit tough  to find the right music royalty free but I am quite happy by the result of my search, which includes for example

Traditional Japanese Music by Eric Taylor:


in addition to that I worked on an education system that tracks the progress and mastery  of the Kanji in the game, it keeps track on the ratio of hits and  misses and considers it wen setting the next Kanji to draw.

Kind regards




Week 13 – 15

Due to exams I didn’t get too many opportunities to make any more posts so here’s  a short summation.
I updated the decoration of the dungeon so we can now also work with decals to break up the tiled textures of the walls.
I started implementing the code behind the shops in the hub scene and also updated the UI there so that now the player can choose the size, difficulty and kanji lesson when they enter a new dungeon.

Furthermore I am adding a saving function. The game will be restricted to one save but there will probably be a reset option in the future.


Week 12: Kanji Library + Technichal Errors

Hello everyone,

This week so far a small Update from me I updated the Kanji Library and increased its number to around 50 now, these Kanji are based to on the Genki book for learning Japanese, in specific the first 4 Chapters( I am also in contact with the Japanology Department of the University of Gents Japanology department for pronunciation recordings for each Kanji.

Sadly I could not add anything directly to the game this week due to recurring technical errors that prevented me from working on the code.



-Thomas Beck

Week 12: UI, Loot and movement updates

For the last two weeks I have been working on the UI of both the dungeon level and the hub area. After that I updated the movement so the player can keep moving by just holding the button as this was a complaint we got from most people play-testing our game.

This week I mainly worked on implementing the loot system into the game play. When killing an enemy or just finding a loot-pile in the dungeon, the player is given a number of random items. The maximum value and the number of items is dependent on the overall difficulty and a bit of luck. But there will never be more then five items in on drop. The player can either pick up everything or take certain items. This will become more important later.


For now the numbers represent the value of the found items where five is very rare and one is very common. These will be replaced by either 2D renders of the objects or the 3D objects in canvas space.

Week 11 Combat Overhaul

Hello everyone,

This week I worked a lot on the combat mechanics and the general flow of the game, I changed a lot of the original formula so its still a bit wonky, please bear with it.

Now enemies spawn with an random color palette and one random Kanji out of our own Kanji library,  that changes on successfully drawing the Kanji  also depending on how good you draw the Kanji there will be a different Particle Effect.


Kind regards


Week 10: Map Generator Implementation

The generation has been implemented into the main project. The player movement,  enemy spawn system and the general dungeon game play elements have been linked to it and most bugs have been fixed. The corridors should no longer create any dead ends and the player will always have at least one exit and one entrance to a dungeon.
All that remains now is to decorate the map and make sure the lighting gets done right.


Week 10: Mobile Version Troubles + Particles Effects

Hello everyone,

This week I worked mostly  on some bug fixes and porting some stuff to the Android mobile version. I had some problems with that some of my Shaders did not work correctly in Android and that the movement is not doing as intended, also there were some slight problems with some Particle Effects.

For the combat I made some small Particle Effects to indicate a hit or miss. They are still very simple but I think they do their purpose for now.


Kind regards,

Thomas Beck

Week 9: Map Generator Meshes

I continued working on the map generator by implementing a mesh loader to decorate the maps. Walls and corners are spawned on obstacle tiles depending on surrounding movable tiles. This makes sure that obstacle tiles will not spawn in unnecessary meshes if the player never comes across them. Ceilings, floors and details are spawned on movable tiles.
I worked mostly with temporary meshes and materials for now.

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For the rest of the week I plan to finish and hopefully insert the generator in the main project. This will include some updates to the corridor generation to make sure no dead ends, or parts of the map that are cut off from the player are created, and I will also load in more detail meshes.

Week9: Palette Swap Shader + Click Drag Camera

Hello everyone,

This week, I mostly worked on a Palette Swap shader and a Click and Drag Camera;

Our team decided to go to a more procedural approach in terms of level and enemy generation. So I wrote a shader that adds specific tint color based on the provided enemy mask.I am quite happy with the end result.


As well to that I reworked a bit our camera and added a Click and Drag function. In our hub village right now it’s completely free and in our  Dungeon I gave it a threshold  after it will automatically continue the  movement rotation.

These are the main functions I  managed to implement I worked as well on the combat revamp, which was also on my schedule but it is a bigger challenge than I expected.

Kind regards

-Thomas Beck