EverEnding DevBlog 150: A Stone’s Throw
I guess I was busy with other stuff this week, because looking back I don’t think I got a heck of a lot done here. Well, I finished the changes to the knockback model I started in on last week,…
I guess I was busy with other stuff this week, because looking back I don’t think I got a heck of a lot done here. Well, I finished the changes to the knockback model I started in on last week,…
This was a fairly productive week. I finished all of the outstanding prototype animations for the enemy entity I’ve been working on and implemented them into the game, where they mostly look pretty good. The new idle animations definitely have…
Well it’s not quite what I wanted to have done but I made a good little chunk of progress this week. I mostly focused on the test enemy entity like I was planning, fixing little bugs in the pathfinding and…
I hadn’t really thought about level hazards much, but I decided that a platformer really isn’t a platformer without spikes. Ideally I’d want them to be in the tile editor, rather than entities like enemies which are placed individually, so…
So apparently slow weeks with only moderate productivity are just kind of where I’m at right now. I’m comfortable blaming that on Summer, at least partially. At this point I’ve started settling with just getting a few frames of animation…
Another slow week, primarily working on animation stuff. Most of the animation work wasn’t very good either, but eh once I create it it becomes easier to make it good, so still progress. Added turning animation to the walk cycle.…
I’ve kind of been bouncing back and forth between making animations for this entity, trying to refine and build out the behavioral code, and going back and building out a production schedule. Animation-wise, I created a looking-around idle animation, a…
All the pathfinding stuff is in a place where it’s basically functional, just needs tweaking to make it look nice. This is really just as much an aesthetic and design problem as it is a programming one at this point,…
This week was all about animating. First, I took an evening to revise the jump animation – I believe I mentioned this before, but while the old jump animation looked pretty decent, it communicated the dimensions of the character poorly to…
Not a particularly productive week, but progress progressed nevertheless. The main thing I achieved was creating and implementing the Harvest animation. This is actually something I came up with the idea for relatively recently, but the idea is that, rather…