Devlog #31: More refactoring...
So, I said I wanted to do the bestiary today, however, I ended up changing a bit of the enemy's targeting code, where it chooses to go after a food item or player or whatever. The reason for this, is that before there wasn't really any way to have any differences between different types of enemies. As in, there wasn't an easy way to have a bear or whatever smell a pot of honey and go after it, while an eagle nearby (with no sense of smell) goes after a dead rat that it spots on the other side of the screen. These are just examples, by the way, I don't know if any of those things will be in the game.
It also means that if two enemies are right next to each other, maybe only one can detect the player through their exceptional hearing. I think it makes the game more interesting, because if the player notices a lot of enemies with good hearing but not so developed other senses in the area, they can try to get some item that reduces the noise they make.
Anyway, I ended up doing a little bit of the bestiary but not much. Tomorrow, I will get it done, though.
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 #32: Adding a ramshackle bestiary6 hours ago
- Devlog #30: 'Apple' item, to lure enemies2 days ago
- Devlog #29: Tripwire item works now5 days ago
- Devlog #28: More item stuff6 days ago
- Devlog #27: Late night coding7 days ago
- Devlog #26: I am not dead8 days ago
- Devlog #25: Sorry, nothing again today46 days ago
- Devlog #24: More UI for corpses47 days ago
- Devlog #23: Start of corpse UI48 days ago
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