Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Day 6 Part 2:

I was stung by a bee on the thumb. There is a lot of natural land around where I live, so they're around, and they do come in the house after dark. I think sometimes they don't always make it back to their hive before nightfall and they get lost in the dark, attracted to our house lights, then work their way inside. Once in they're angry and confused, and this one whapped me on the back of the head so I grabbed at it and it stung my hand. Today (Day 7 morning) it's swollen making typing a little difficult... I was hoping I wouldn't have to pull an all-nighter tonight to get a full 24 hours of final work in before the technical deadline of Sunday 10am, but if this impedes me too much I might have to.

Anyway, on to progress from yesterday. I did something I never even conceived I would have to do and that's write an extention to my hedge maze algorithm (seen in green in the post above) to detect/remove swastikas - it created one for me clear as day, perfectly separated from the rest of the maze. Glad it happened to me and not someone else, so I could fix it ahead of time.

I've done full enemy placement and patrolling, and some AI improvements to better track the player based on where they last saw you, but still act predictably. Also to because they have limited FOV now, to keep looking at the player when they have to go around and obstacle to approach.

I added a peek ability that offsets the player fov by one tile so you can peek around corners.

I think I might re-do my UI a bit, because I want to streamline that part a bit - I'll just give all the abilities to the player up-front, and not have item pickups or anything, but they are still cost-gated by the amount of blood you have