04.08.20

« logs

Orn117 Devlog 3

"You are entering the vicinity of an area adjacent to a location. The kind of place where there might be a monster, or some kind of weird mirror. These are just examples; it could also be something much better. Prepare to enter: The Scary Door."


Been spending time working on enemy base classes. Generic enemy types providing base AI events that can be fed with by the specific enemy subclasses. This is pretty basic/rote stuff as a whole, but getting it right the first time will just make my life easier later, especially with the raw time involved with setting up each enemy variant/assets involved in that.

Ultimately, its currently a pretty streamlined flow currently from sprite sheet into working enemy currently.


Also, starting this cycle is an attempt and level generation. So, since we need to nice, varied “stations” to visit, I’m playing with a lot of generation algo changes, to get something that wont end up too big, but still feels interesting and worthwhile to explore. Currently, they are a little too big for my taste, maybe introducing more variance in room will help with that, but we will get there when we get there.

On the table now is mostly MOB variants, and some better generation, then im going to work on the actual game loop and some UI interactions. Things like missions, weapon changing, character movement, and inventories still need more building.