I’ve got the beginnings of a mini HUD that I’ll use to track which weapon the player is carrying, health, number of health-drinks carried, and any other inventory items (keys, for example).
I also got the mind blast and whip weapons working. In the end, the whip will stun its enemies to make up for the fact that it’s such a slow weapon, but since the japanese level enemies have no need for stun behaviors (since the whip won’t be on that level) i’m leaving it as just a generic ranged weapon for now. I’ll start working on another ranged weapon, probably the molotov, and make sure that works, and then finish getting some of the more unique enemy behaviors down.
I ended up going back to the enemies with scrolling text like I had on deployment, as far as animations go. The poser thing was a neat idea, but just not a time-efficient way of doing things.
So, next up is to work on player health, which currently gos down every time he’s hit by the enemy, but isn’t really tracked anywhere, and doesn’t let him die at all. I need to make an appropriate-looking health bar for the HUD, program in the behavior for the pitchfork, make some health-potion-y things, and then I can start working on the first level in earnest. I’m pretty pleased by the way it’s coming together.
Whip it.
Whip it good.
Tired. Spent the past several days working on weapons. Whip ended up kicking my ass. Finally got it satisfactory. Go ahead and try. It doesn’t do any damage, but you should be able to click and make it happen. Only works if you’re facing in the same direction as the mouse cursor, because walking and looking backwards looks awkward.
So yeah. Whip. Tired. Good for now. Do more later.
Choosy moms choose .gif
Haven’t made much progress on the game these past few days- codewise, that is. I changed the post-damage routine so that the guy blinks a couple times instead of turning translucent. I was thinking about it, and I think I like the idea of making his transparency gradually increase as his health decreases, to fit in with the dream theme.
Where’s Buckaroo Bonzai when you need him?
I swapped out the caveman sprite with a cheesy ninja sprite I found online, just as a placeholder. I completely modular-ized the enemy attack system, so all I have to do when I add a new enemy to the screen is give it a name. Based off of the name (Thug, Knifethug, Deckhand, etc) it changes all the applicable variables (range, damage, speed, fernkampf, etc). It took me a while to get the damage-dealing system down, and I’m still not 100% sure I like how the character turns translucent for the few seconds after each hit. It’s supposed to signify that he’s invulnerable to another hit, but most games make the character flash or something. I’m having a hard time coming up with a blinking routine, and I figured that the translucent thing would be more appropriate to a dream theme anyways. I dunno, maybe it’ll grow on me.
Fernkampf
It had nothing to do with slopes after all. It turns out I had the “receive physics” box checked, and every time the bad guys ran into a wall, they would turn around and bounce off in slow motion, which looked a lot like flying.
Slopes: My Nemeses
Can you have more than one nemesis? Would nemeses be the plural if you can?