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…
Well it’s 10am and I still haven’t had any ideas so I guess today’s post is cancelled. Actually, semi-cancelled, since there’s something I wanted to bring up and now seems like a good opportunity to do so. A new Ludum…
This week was all about animating. First, I took an evening to revise the jump animation – I believe I mentioned this before, but while the old jump animation looked pretty decent, it communicated the dimensions of the character poorly to…
My major accomplishment this week was getting game entities set up so they can be exported to and imported from xml files. This is the culmination of what I’ve been trying to achieve by breaking each entity down into a…
The world is a big place. And just when you think you’re starting to understand how big it is, you find that the world you’ve been living in is just the shadow of something greater, just a two-dimensional projection of…
This attack animation turned out to be the most challenging since I did the run cycle, but I think I’ve gotten it, if not necessarily perfect yet, pretty dang good. Good enough that I’ve decided to move on to the…
Okay I think this new schedule is working out well. It’s always more satisfying, when I get to the end of the week, to be able to report even small progress on a lot of fronts rather than to put…