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Update for day's 3 and 4

On day 3 I added in the basic slime enemy and added a bit of dirt into the tileset. Works pretty decently. Day 4 though, I have added in dealing damage to both player and slimes. Slimes can die, player can not.


Slimes

The slimes are just be basic non-fancy slimes from almost any fantasy type setting. I like the motion I got with them. Rather than being constant, they jump. They have a random delay for how long they take to jump and they also have a random strength to how far that jump takes them. I like this more than the normal rolly/sliding slimes. They have a great feel and makes it hard to predict them. 

Damage Dealer

So when dealing with projectiles (weapons that don't instantly hit), I generally make a script like what I've done here. The same script that's on the fireball (deals damage to enemies, not the player) is the same script attached to the slimes (deals damage to the player, not other enemies). This script sends a custom class object that stores how much damage to send, and the position that damage is done. Sending the position is super useful for making the player get pushed away when taking damage. I'm just doing a broadcast message to whatever object the damage dealer collides with. 

Fireball

The art for this will probably change. At the moment I tried to do a grayscale image hoping it would look decent. I don't actually like the fireball in any color I've put it, so the art will probably change, or it could become daggers or arrows, or something else. Just wanted something to show damage being sent out.

Layer Indexing. Things go in front of and behind other things.

So the fireball, slimes, and player are all on the same layer, layer 1. Because they all move around, I have a very simple script that takes the y position divided by 10,000 and set that to the z position. Why? Well, the way unity does things in 2d is it puts things in order by it's order in layer. Anything lower than something else is rendered behind it, kinda like it's own z-axis, but it doesn't matter where in z that object is, it will ALWAYS use the order in layer first. THEN you can set the z position. Things with a positive value are rendered as "further away" or behind other objects in the same layer. This might sound odd, to have two z-index's for rendering, but it's actually VERY useful. Why? Well, I'll explain the way I have things set up. Right now everything that can be walked on is on order in layer 0, meaning behind everything. Then everything that moves around (player, slimes, fireball) are on layer 1, and everything that is always going to be on top is on layer 2. The tileset painter I use (my own tilemaster extension) paints into the order in layer that is it's layer number. This makes painting tilesets with multiple layers much easier.


In Closing and What's Next?

Anyway, my brain is kinda fuzzy and numb at the moment, since it's a bit past midnight. It's getting there, and in most weekend jams, this is probably about as far as I would have gotten with this being a solo project for me (well, except music). So, I may start trying to think of story. Since I have message boxes, it would make sense to have things to do and talk to/read in the world. You know.... the whole "game" thing. If I can't come up with story, it will probably be more art or enemies probably. No specific plans. :D It's nice to be at the stage of "minimum viable game" with almost 2 weeks left in the jam :D