Fake scripting
Dragon Down » Devlog
Next Devtober blog! Biggest change is refactoring the Enemy code so that its state machine is broken into several classes. Does not change gameplay, but makes organizing the code much easier. Instead of writing enemy AI as a single huge state machine, you can now mix and match modular classes kind of how an interpreted language works.
Added a look-ahead mechanism for the player character so that the camera now looks slightly ahead of where the player character is looking.
Extended enemy AI logic so there is now a recover phase after the enemy player is struck. Makes for a more realistic fight.
Created HUD and added health bar.
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Oct 07, 2021
Dragon Down
Investigate the mystery of the dragon!
More posts
- Adding item systemNov 10, 2021
- Whoops - posted wrong build for Devtober. Fixed now.Nov 01, 2021
- Devtober PostmortemNov 01, 2021
- Devtober Wrap-upOct 31, 2021
- New town, dialog, cut scenes and scene transitions!Oct 28, 2021
- Boss fight!Oct 18, 2021
- Missiles, health drops and a new enemyOct 12, 2021
- Working on enemy AIOct 11, 2021
- Adding a win conditionOct 09, 2021
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