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Day 4 and 5
My apologies for not having the 4th devlog ready! I was tired and I planned on doing the devlog in the morning, but I decided to just combine the two.

Before I start, I've decided that my scope was too big. My coding skills are basic, and I didn't realize what I was taking on until I got further into the project. I had a lot of difficulty with enemy behavior, so I realize that I should probably make my scope smaller. So, scope will be reduced!

Days 4 and 5 were just dedicated to making enemy behavior a thing. However, my coding skills are lacking, and enemy pathfinding and logic is totally foreign to me. So, I've just decided to make the enemy behavior very simple. It's basically code that basically goes "when the player is in the near vicinity of an enemy, enemy will chase them" , but with different results. To reduce scope, there will be 3 enemy types that chase down the player in some way. When I start working on the art, I'll go more into detail about that.

In general, here's what I managed to do:

  • get enemies to attack the player and deal damage
  • get EXP working, but in a very simple form; every time you defeat an enemy or do something that increases your stats (sinful things!), the stats just increase; no levels!
  • get VAI (Vainglory/Vanity) working
  • get enemy behavior working
  • set up what happens when an enemy's health is brought down to 0

Now, here's my goals for tomorrow:

  • finally get loot working! This will be super simple and just be temporary boosts that the player gets when obtained (they'll be shown visually, though!)
  • Get ENV and GRE working

Some other goals (hopefully done by the end of this week) include:

  • get town mechanics working -- main focus!
  • get save/load states working

Thanks for reading my log!