Devlog #10: Enemy movement


I only had about an hour and a half today, but I am pretty happy with how I went. I hadn't gotten up to testing the A* pathfinding yesterday and I found out today that it didn't actually work, so there were some bugs there I needed to fix. After that, I just made the enemies follow the path, including allowing them to move two tiles at the same time, as long as it is in a straight line. However, this is just temporary as there is zero checking for the number of tiles in the path etc.
Tomorrow, I want to make some improvements to the enemy AI; namely only updating enemies within a certain distance, refining the temporary system for path following I have now and create a detection system. I don't know how much time I will have tomorrow, but I am aiming to at least do the first two things and get a start on detection.
Main goal after that will be collecting corpses and like I said before, hopefully it will start to look at least a little bit like a real game at that point. I might also start replacing some of the crappy programmer art with some stuff I put a little bit more time into hahah.
Okay, I think that's it for today I think. See ya!
The Waker
A dungeon-crawler of sorts in the very earliest stages of development
Status | In development |
Author | neyoe_j |
Genre | Adventure |
Tags | Indie, monogame, No AI, Pixel Art, Singleplayer, Top-Down |
More posts
- Devlog #9: A* pathfinding1 day ago
- Devlog #8: Not a whole lot to write today2 days ago
- Devlog #7: I think path generation is FINALLY finished3 days ago
- Devlog #6: I think the path generation is getting there4 days ago
- Devlog #5: Lots of bumbling around5 days ago
- Devlog #4: Improving path generation6 days ago
- Devlog #3: Path generation7 days ago
- Devlog #2: Chunk system and player movement8 days ago
- Devlog #1: My initial ideas for this game9 days ago
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