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Friday, September 12, 2014

Unicorn Training Item Shops


     Both the item shops are open for business! They work like a charm, allowing you to buy helpful things in exchange for gems. It's as simple as walking in from of what you want and pressing the action button. The price of your selected item hovers over the shop keep's head. I'm currently debating on whether to have item descriptions somewhere or let that be a surprise. At this point I realize items are not a necessity but are more like a bonus to make things easier. Especially the potions. Items and currency kind of just exist for the sake of existing. I'll definitely overhaul it all when making Unicorn Quest.

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.

Wednesday, September 10, 2014

Finished Remaining Enemy Prefabs For Unicorn Training

All the baddies exist! Too bad they can't move yet.
     I finished up the last of the enemy and boss prefabs a couple days back and now I'm working on each one's script so I can tell everyone how the finalized versions will work. I have basic ideas written down in the design document but I've noticed my enemy designs changing to fit constraints on the fly so nothing is certain until it's set in code. Hopefully I'll have a basic enemy or two up soon so I can talk about them.

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.
     One of the things I need to keep in mind for future projects is the way I write AI code. I need to organize things into very specific methods to minimize copy/paste lines of logic and everything needs to be placed in a way that makes looking for a particular method easy. I think I did pretty well with Unicorn Training, especially compared to how I started with TriGrid.

     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.