So tired…

Adding more to the level
Adding more to the level

Wow what a Sunday.  First of all, I hate Daylights Savings Time.  I grew up in Indiana where it wasn’t recognized (though shortly after I moved out of the state, I guess they changed their minds).  Everytime the clock changes, no matter which direction, I get so disoriented and tired, it drives me crazy.

Now for the update, as you can hopefully see I’ve made huge strides today.

  • Animated sword slashes in all 4 directions (the animation isn’t 100% finalized but a pretty good concept of what I want)
  • Proper collision with all map obstacles, including fixes where Arashi would get stuck by nudging her way into a corner
  • Can damage and defeat the roaming enemy.  Damage stuns the enemy in place, so if the player is executing a combo, they will be able to land the remaining hits.  However, once the stun ends, the enemy will be temporarily invincible.  When defeated, the enemy will fade to red and then vanish entirely.
  • The player can also take damage, reflected in the hit point bar (forgot to run into my concept kittri to show this for the screenshot).  When Arashi is hit, she gets thrown back based on the weight of the enemy.  An extremely powerful monster can toss Arashi pretty far.
  • Damage is randomly calculated, averaged on the damage/power rating of the enemy or player.
  • Multiple map objects can now be drawn and are loaded directly from the current map data file.  In other words, this is no longer hardcoded.
  • Overlays work correctly, so Arashi correctly stands in front of what she should be standing in front of, and is covered by what should be overhead.

It took a while to fix a lot of math I had to implement all this… and don’t get me started on the file reader for the map data.  But now that it’s all done, the next step is allowing for multiple enemies on the map (which is going to be very easy, so I’ll try to start that tonight).  After that?  I need to add the text font so I can show damage numbers a la Secret of Mana.  And then finally I need to add the final basic element: sound.

About Astrael

A long-time independent game developer that was lucky(?) enough to have grown up with the gaming industry. I am a programmer, a game designer, a concept and pixel artist, a music composer, and a novelist. This has been my dream for as long as I can remember, and I am determined to take advantage of every talent I hope I have to make it happen!

One thought on “So tired…

  1. Yay sound! I so want to mess with sound engines when I get going.

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