It is possible that this year will be dedicated to old projects that can be slightly modified or redone. Besides, I want to remember how to write articles and learn how to describe my development.
Let's start with the old Under project. Let's remember how Under looked before (images in the post are clickable):
Since this time the project will not be made from scratch on canvas, but on the Godot engine, it will require a new set of textures. The previous version of the game was made using vector graphics, but this time we will resort to pixel art.
Upon completion of the layout of the tiles, the actual work was done on the maps of the rooms (using the TileMap object). In order for the player to have the opportunity to move between rooms, triggers are placed above the doors (Area2D). Since the closed door is completely impenetrable, the player can only get into the trigger after changing the closed door to an open door. If there is a wall in the place of the trigger, the trigger will be considered inactive.
Animated sprites are assembled from part of the mob texture. Each frame was extracted using the AtlasTexture resource. The same was done for the hearts and for the shields needed later for the UI. The mobs themselves are displayed in separate 2d objects, with their own colliders and triggers for taking damage.
Next time I'll talk about how I design the main scene and how I create the main game loop in Godot for this particular game, given that the game is microscopic.
P.S.: According to ancient tradition, if you have questions about the development process and related to the topic of the article - write comments.