Day 2: Where things go awry...
My plan for today had two main parts. 1) adding basic combat, and 2) adding a few weapons with special effects (AoE, freeze enemy).
What got done:
- Added health components and a death system.
- Added the ability for players to attack enemies.
- Added melee attack enemies that chase and then attack the player.
- Added range attack enemies that move to within range and then shoot the player.
- Implemented action cooldowns + a basic UI to display that actions are still pending.
- Started the work to add items on the ground to be picked up. The items are there, but they can't be picked up or used yet.
- Implemented the pause time mechanic, that pauses the game automatically whenever the player isn't doing anything.
Unfortunately, getting monster movement to work properly required making a lot of changes to my movement and AI system, because the game I originally built the engine for was more tile based. It's working pretty well now, but it definitely led to a lot of unexpected work.
So, as a result of that...
What didn't get done from my original plan for today:
- Ability to pick up and equip weapons
- Weapons with limited ammo
- Weapons with special effects
- UI for inventory
So those will have to wait until tomorrow. My original plan only extends through 4 days, so there's still room to fit it in.
Tomorrow's plan:
- Finishing up the items planned for today
- Lots of UI
- Random monster + item generation in the level
- Add buttons to the towers so the player can finish the level.
Tomorrow is when the core gameplay loop comes together.