Level Design, Consumable Items and more camera features
Level Design Sneak Peek
I’ve started putting together all the systems and assets I’ve been developing over the past months to create the actual rooms for the demo.
A couple of rooms are already ready, and I’m currently working on the overall concept and layout of the area that will be featured in the demo.
I might still adjust some rooms later based on feedback and as the project expands with new features or regions.
I’ve been using LDtk to plan the macro design first, then carefully building and refining each room.
Once the rooms feel solid, I’ll move on to the final stage of demo development: the save system, main title screen, and player pause menu and some minor tasks on the development list
Consumable Items
To make exploration a bit more rewarding, I’ve added a consumable Items!
We all love a little reward, don't we?
Here’s how it works:
•Find and approach an item to pick it up.
•Once acquired, it appears in one of your available item slots and can be used with the “Use Item” key.
•You can hold up to 4 items at a time and cycle through them with the “Change Item” key.
•Reaching a save point fully replenishes all items to the maximum amount you’ve found so far.
•For now there’s no full inventory system,so the items are stored only in the player’s item slots.
•For the demo we currently have three items:
Life Crystal – Restores some of the player’s HP
Mana Crystal – Restores some of the player’s MP
Magic Thread – Fully restores all clothes durability
The system is fully working, now and it's already integrated with the previous sfx and vfx system
Make sure you find them all in the upcoming Magic Girl Azalea demo!
New Camera Features
I’ve also added two new camera modes:
•Locked on the X-axis
•Locked on the Y-axis
Plus a new component that lets me switch camera modes in different areas of the same room.
This gives me much more precise control and greater freedom when designing the levels.
What’s Next?
Level design will take a little while longer to finish,I want everything working as well as possible with the current feature set.
Planning, creating, testing, and decorating the rooms takes time, but the good news is that this is definitely the last major milestone untill the release of the demo!
After that, I’ll move on to the remaining small components on the task list, do some polishing, and start internal playtesting.
Once that’s done, we’ll prepare the itch io page and begin the project’s first closed playtesting!
Thanks for your continued support 🙏
more updates coming soon!




