Thursday, September 11, 2014
Doing Unicorn Map Before Scripting Enemies
I'd get a much nicer morale boost if I do this one little thing before scripting enemies. My map page in the pause menu has been blank for too long. I want to put in the map sprites I made yesterday and the whole thing can be done in one night. I want Clover's flashing face sprite to be over the square region she currently resides in. It will give players a general feel for where they are and show where certain gems are in the overworld.
In dungeons it will show how close you are to the boss room. I don't want players to feel completely lost and I also don't want them to feel like dungeons are deeper or shorter than they actually are. 9 dungeon rooms each and 16 overworld rooms. This map shows where you are in those.
Tags:
Art,
Development,
Equica,
Unicorn Training
Wednesday, September 10, 2014
Finished Remaining Enemy Prefabs For Unicorn Training
| All the baddies exist! Too bad they can't move yet. |
Tags:
Development,
Equica,
Unicorn Training
Tuesday, September 9, 2014
Organizing Enemy Code (Unicorn Training vs Future)
| I should keep a comment list of all methods before the first one starts. I can find them easier that way. |
All the enemies have similar behavior methods organized in the same way. The AimAtPlayer() method is always after the NearPlayer() method and before the Knockback() method. Over time I'm getting better at writing clean code because I'm learning what my needs as a designer are. It'll be interesting to see how my way of thinking changes when I switch to turn-based AI code next year.
Tags:
Code,
Equica,
Unicorn Training,
Yotes Games
Monday, September 8, 2014
Unicorn Training: Things Left to Do
Tags:
Development,
Equica,
GDD,
Personal,
Unicorn Training,
Yotes Games
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