EverEnding DevBlog 115: Parametric
The parameter editor is pretty much done. It crashes whenever I try to do anything still, but all of the things that are supposed to make it do things are in place, so it’s just a matter of ironing all…
The parameter editor is pretty much done. It crashes whenever I try to do anything still, but all of the things that are supposed to make it do things are in place, so it’s just a matter of ironing all…
It took way damn longer than I meant it to and it was far more frustrating than I thought it would be, but the new entity system is fully armed and operational. I was going to use this space to…
This is the week I decided that a lot of what I had been doing was wrong and ended up completely reworking it. I can’t really claim to have made a lot of progress, since everything has kind of just…
Well, missed last weeks update due to holiday craziness. I worked as much as I could, but it was pretty difficult to sneak time in for it between everything else that was going on. I’ve mostly been working on a…
Controller input works perfectly as far as I can tell, and melee attack registration, health, and enemy destruction all work. The most major problem remaining is that of making entities affect the game state in a way that I can…
It’s been a pretty okay week. I fixed a bunch of bugs in the entity system, particularly in saving/loading data, and I decided after much deliberation that ‘EntityPrototype’ wasn’t actually a very accurate class name so I refactored everything to…
Syncing turned out to be fairly easy to implement once I decided how to approach it. I had a bit of trouble getting the character to move with the platform she was standing on, but that was mostly just because…
Things have been a bit chaotic with the holidays, but I have the inter-entity collisions basically working. I say basically because they detect each other properly and they block each other properly, but some issues have come to light regarding…
Not a bad week. Created an inter-entity collision behavior and a system whereby entities can interact with each other, both of which will be necessary to get attacks working. I actually ended up using the same kind of stacked enum…
Since I’ve been kind of in-between major components of the game, I’ve been spending time just looking through my code, figuring out things that need doing, pursuing components which are, perhaps, not particularly vital to the project but are personally…