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Time: 16:03


Todays update so far. Not visible watching the video but controlling the game with a controller is now up and working. Not going to take any credit for this myself but the amazing code provided at Input, allowing the option to switch from keyboard and controller on the fly. At a later date I'll look into allowing customization of the controls.

Added an animation specific to carrying to the game, no more items just floating above the characters head. Starting work on the first "fetch" quest. Lowered the players health to one bar (currently all enemies do 0.25 damage). The final addition is the player can now die and respawn at the start of the game. A "game over" screen and return to title screen is on the cards.

Once the quest is working and some more features I'm considering releasing short demo, possibly to get some feedback or just a laugh to see if anyone is actually paying attention.



 
  • Writer: Toby the Cat
    Toby the Cat
  • Apr 14, 2024

Time: 20:20


Hit by a bit of an energy drain moment today but managed to get a bit done. A fair bit of cosmetic stuff, redone some background code, put some bit's in place for future tweaking. Cosmetic stuff includes animated grass, although I usually prefer animations not to be perfectly synced I though it made sense for the grass. The soil has been given a dithered (that the right word?) effect. Also redone the bricking effect of the house so it looks a bit less tiled.

Bonus surprise is a new enemy, the "flying slime" as opposed to the none flying variety. Might be (lol, wait for it) hard to consider this guy started out as a bee (see). Didn't really feel that fitted in with the sorts of enemies I had. I still might bring back the bee but as a very small more of a pest enemy than a real one. Back to the "flying slime" these are dangerous because they are unfazed passing over water, unlike the player and slimes currently are...



 
  • Writer: Toby the Cat
    Toby the Cat
  • Apr 11, 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.


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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.


 
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