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  • Writer: Toby the Cat
    Toby the Cat
  • Apr 12, 2024

Time: 19:19


Nothing massive to report today. Made some small changes to a few sprites, animations and the such. Fixed a small bug where the enemy could still hurt you in it's dying state. Been rethinking different sorts of movement tiles I may have. Ones that act as conveyor belts, ones that can be flown over, ones that can be jumped over and ones you can fall into. Whether these are all used yet I'm not sure. More progress will come in my usual 4 day work gap.



Time: XXXX


  • The future....

  • Been thinking of different directions to take this project, what features to add and how they would affect the game etc.

  • My plans at the moment are to include things such as:

  • Continue to refine the artwork, I may start asking for opinions on different styles I can't decide between.

  • More interesting decorations.

  • Flying enemies ( in progress ).

  • Game over state.

  • Title screen.

  • A throwing weapon.

  • An exploding weapon.

  • Something that allows the play to get over gaps, this could be in the form of jumping, a grappling hook, some kind of teleport device.

  • Quests that can be completed and move the game along.

  • Controller integration.

  • New melee attacks, combos, upgrades.

  • Some kind of very limited stealth sections. The game isn't meant to be heavily stealth based but maybe a small challenge area.

  • A better character interaction system.

  • Limited in game cutscenes.

  • Improved enemy AI for tougher enemies only, still want some enemies to be "stupid".

  • A bigger map will come as new abilities are added and I need to test them.

  • World map or mini map as I grow areas and the world.


Edit:

Oh and the final thing some sort of "boss" or extra special enemies with advanced attack patterns.


Time: 19:08


Player damage up and working finally. The players health now drops to 0 but nothing else will happen yet at that point without a death state. That will be the final step then deciding if I will have lives so the player will just respawn or a straight game over screen or level reset. Not quite sure what I'll go with for now.



  • Writer: Toby the Cat
    Toby the Cat
  • Apr 10, 2024

Time: 19:08


Took a small detour from my intended course to bring over something from my previous project (Peyton Burnham) an enemy spawner. This handy little object will create enemies upto a chosen maximum per room at a set spawn rate. Currently it's set to spawn upto 4 enemies pretty quickly as one dies, some of the behaviour I still need to play with but gives me unlimited enemies to playtest with once the health system is up and running.

This is one of those times where I've had to make some changes to how things work to suit something and is a testament to how well written these different things can fit together. Apart from rewriting the spawner to fit in with new variables I had the issue that all the pre-placed enemies got there "collision map" (basically where they can and cannot go) at the room creation. Since these enemies are created after the event I had to move the code into there own create event too.



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