Devlog #26: I am not dead
Hi guys,
I have had a lot of things going on recently, and this project really just got pushed back in the list of priorities. I have had time to work on it, but not really the mental energy after everything else. Though, if I am being honest, I have also been a little lazy.
However, I am back now! And I plan on getting back into a rhythm and finishing this game. I am going on student exchange to the Netherlands (I'm Australian) midway through January next year, so I am going to aim for my departure as my deadline. So, I have got a month and a bit. Having said that, though, if I don't meet this deadline, I will try to keep working while I am there.
Okay, as for what I have done today, pretty much just messing around with the enemy AI. They no longer move onto an already occupied tile and as a result of this, I had to write a bit of extra code so that if they were in a line they wouldn't have to wait for the others to get out of the way, they could just move in a line together. I basically achieved this by checking if an enemy wanted to move onto a tile that was already occupied, and if so it would pause its own turn and update the enemy that is in the way. Then, it resumes its turn, and if the tile is no longer occupied, it will move there. Seems to work pretty good so far.
Tomorrow, I want to start implementing items, such as a trip wire to slow down enemies. I also think that I want to have a bestiary of sorts, but the player will have to use some sort of item before they can see any information on a particular enemy. Maybe some sort of magical scanner that they have to lead the enemy through? I am going to set myself a goal, and say that I want to have an item system and a bestiary by next Wednesday. Let's see how I go.
Also, I plan to replace some of the temporary textures pretty soon (mainly the path). And if anyone has any ideas for items or enemy types let me know!
I am glad to be back. See you guys tomorrow!
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 #27: Late night coding58 minutes ago
- Devlog #25: Sorry, nothing again today39 days ago
- Devlog #24: More UI for corpses40 days ago
- Devlog #23: Start of corpse UI41 days ago
- Devlog #22: Uni work got in the way41 days ago
- Devlog #21: Today I did nothing because I was playing Baldur's Gate 343 days ago
- Devlog #20: Little bit of UI44 days ago
- Devlog #19: Enemy attacks45 days ago
- Devlog #18: Yet another nothing day, unfortunately46 days ago
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