Doomed To Dragons: Instruction Booklet *UPDATED!* [-CONTROLS-] Move Left/Right: A/D or Left/Right Arrow Jump: W/Up Arrow Charge Jump: Hold and release S/Down Arrow Block: B Fall Faster: S/Down Arrow when mid-air Attack: SPACEBAR R - Spam to die (if stuck or something) [-TIPS-] -Cube People are springy. Their jumps need a bit of time to charge properly. -For easier combat controls, enable "Direction Lock On Attack?" in settings -Reduce motion blur/set to 0 if you cannot see clearly -Your shield cancels your sword's cooldown -Speedrunning? B is also the universal button to skip or reduce dialogue/cutscenes [DEV CONTROLS: Will Remove On Release 1.0] 1 - Give starter items Y - Spawn Dragon Fireball
Developer To-Do: -INSPECT ENEMY AI -ADD OPTIONS MENU -LOOK THROUGH BUGS LIST What's New in Version 03: -Created dragon fireballs (currently only seen through dev keybind) -Modified player movement -Modified shield properties -Modified A.I. -Improved intro sequence and tutorial -Cleaned up some scripts -Fixed music not playing after death -Fixed player spawn positioning -Visual overhaul -Many minor and major bugfixes BUGS found or introduced in v03: -Bob text skip can happen too late, causing dialog to go back instead of forward. (fixed?) -Death screen will not show up if the player dies too fast, or duplicates over and over. -Player direction lock if B is pressed without shield (fixed) -Jump cancelling if S is pressed within a frame or two of jumping (may keep as a feature) -Enemies occasionally freeze upon spawning (possibly fixed?) (Bugs introduced prior to v03) -Lag upon death (due to rotation?) (fixed??) -Sword bugs if swung upon death (Beyblade Sword) -Occasionally an extra particle is spawned when switching levels -Wrong warp by sliding into a loading zone and turning (Fun Fact: This one was fixed but I reverted it to keep it as a speedrunning exploit) To-Do: -Add a new slot in the game file list for every new object created by going to backdrop code -make pickups (use particle code) Ideas: -Choose better name PICKUPS: Red Potion - half heal, rounded down Blue Potion - full shield Crystal Heart - Full heal + 1 max shield CREDITS: Code by me Art by me, some is stock/AI generated Cool looking text is generated by textcraft.net SFX: Stock Terraria MUSIC: Stardew Valley Fortnite - Kado Thorne guard themes Ali-A outro theme IDEAS FOR MUSIC TRACK REPLACEMENTS: Old Runescape Terraria Soda Dungeon 1 and 2 Undertale/Deltarune Super Paper Mario DRG Super Mario Sunshine (jail theme) IDEAS FOR REPLAYABILITY: -Competition (timer/leaderboard) -Curiosity (secrets/nuances) [fake pit like in SPM, fall in to a different level instead) [hidden super bouncepad that bounces you to a bonus level when bounced on]