On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

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.