EverEnding DevBlog 148: Contrast
Well it’s not quite what I wanted to have done but I made a good little chunk of progress this week. I mostly focused on the test enemy entity like I was planning, fixing little bugs in the pathfinding and…
Well it’s not quite what I wanted to have done but I made a good little chunk of progress this week. I mostly focused on the test enemy entity like I was planning, fixing little bugs in the pathfinding and…
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…
Another slow week, primarily working on animation stuff. Most of the animation work wasn’t very good either, but eh once I create it it becomes easier to make it good, so still progress. Added turning animation to the walk cycle.…