EverEnding DevBlog 150: A Stone’s Throw
I guess I was busy with other stuff this week, because looking back I don’t think I got a heck of a lot done here. Well, I finished the changes to the knockback model I started in on last week,…
I guess I was busy with other stuff this week, because looking back I don’t think I got a heck of a lot done here. Well, I finished the changes to the knockback model I started in on last week,…
This week I mostly worked on getting the damn enemy entity navigation working properly, and a bit on creating a jump animation prototype for it as I went. Though it involved an awful lot of just staring at the same…
Spent this week getting a basic ranged attack working, which turned out to be difficult in surprising ways. For some reason only one attack could exist at a time, others just disappeared – I eventually figured out this was happening because…
At this point I’m ready to admit that my approach of trying to work harder for fewer days isn’t quite working out. That’s not to say it’s inherently unworkable, but if I’m going to do it I need a little…
Two weeks. We’ll just call it a two week vacation, though the first week was mostly just days I was too sick to think properly. Aside from a couple of quick, desultory pecks at my code base, essentially zero progress…
Well I seem to be sick, so that’s not helping any with getting stuff done. Nevertheless, I have all of the player attacks working properly and the test enemy attack working. Both need a bit of polish: Some collisions seem…
This was not my most productive week. Between a heatwave and a charity game speedrunning marathon, I found it very easy to become distracted and very difficult to maintain focus – wait, those mean the same thing. So you see…
I hadn’t really thought about level hazards much, but I decided that a platformer really isn’t a platformer without spikes. Ideally I’d want them to be in the tile editor, rather than entities like enemies which are placed individually, so…
So apparently slow weeks with only moderate productivity are just kind of where I’m at right now. I’m comfortable blaming that on Summer, at least partially. At this point I’ve started settling with just getting a few frames of animation…
Well I got the general case solution working, and I got all of the code I’d already written for the entity behavior copied over to where it needs to be, and I built it all and it all runs more…