EverEnding DevBlog 112: Tick Over
Well, missed last weeks update due to holiday craziness. I worked as much as I could, but it was pretty difficult to sneak time in for it between everything else that was going on. I’ve mostly been working on a…
Well, missed last weeks update due to holiday craziness. I worked as much as I could, but it was pretty difficult to sneak time in for it between everything else that was going on. I’ve mostly been working on a…
I still feel like I’ve wasted a lot of time. It’s easy to tell yourself that your future is still ahead of you while you consume it bit by bit, bite by bite. It’s easy to just keep chewing on…
Controller input works perfectly as far as I can tell, and melee attack registration, health, and enemy destruction all work. The most major problem remaining is that of making entities affect the game state in a way that I can…
It’s been a pretty okay week. I fixed a bunch of bugs in the entity system, particularly in saving/loading data, and I decided after much deliberation that ‘EntityPrototype’ wasn’t actually a very accurate class name so I refactored everything to…
There are probably some spoilers here if you care about such things. It’s incredible the symbolic weight we can lay upon the simplest of stories. Each such story extends beyond itself like tree roots and tangles into matted carpets of…
Syncing turned out to be fairly easy to implement once I decided how to approach it. I had a bit of trouble getting the character to move with the platform she was standing on, but that was mostly just because…
Things have been a bit chaotic with the holidays, but I have the inter-entity collisions basically working. I say basically because they detect each other properly and they block each other properly, but some issues have come to light regarding…
Not a bad week. Created an inter-entity collision behavior and a system whereby entities can interact with each other, both of which will be necessary to get attacks working. I actually ended up using the same kind of stacked enum…
Since I’ve been kind of in-between major components of the game, I’ve been spending time just looking through my code, figuring out things that need doing, pursuing components which are, perhaps, not particularly vital to the project but are personally…
The first thing I did this week was throw together a rough list of the programming tasks remaining to be done: Game-state changes (recording defeated enemies, found items, triggered events, etc) Attack registration and collision with entities Dialogue management Text…