Monthly Archives: April 2015

April 30th: Pathways

Okay I’ve danced around this long enough. I’m starting to really look into pathfinding for 2d platformers stuff now. I had originally intended to kind of half-ass it, just improvise and see where it took me, but I think I’ll … Continue reading

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April 29th: Disengage

I ended up spending most of today procrastinating and being distracted by other stuff, so I got very little done, a small amount of boilerplate code and a bit of planning for the scouting behavior. I think I need to … Continue reading

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April 28th: Masks

Got some more work done on the behavior programming, making it so it can lose sight of the player for brief periods of time and still continue pursuing her and making it so line of sight only works within a … Continue reading

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April 27th: Bounds

Big time skip here because of the weekly devblog and because I’m cycling my sleep schedule. Not a whole lot done, but getting closer to getting the basic behavior for this enemy type down. I realized that if it’s going … Continue reading

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April 24th: Minimal

I wrote a function. It was one that I needed for the enemy I’m making, so hey good job me, but not a lot of work. I’m obviously going to have to put some concerted effort into getting stuff done … Continue reading

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April 23rd: Slack

Ah I feel kinda guilty I did basically nothing today. I did a bit of planning on this enemy behavior, laying out all of the behavioral code as directive comments, but didn’t make much real progress. Still, each step gets … Continue reading

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April 22nd: Snowballing

Okay, started in on the second enemy type, if only very slightly. This is probably going to be the single most complex non-boss enemy type in the entire game, so I need to leave myself some room for this to … Continue reading

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