Blog:
Where I track my Progress and logged hours.

Archive:
Where you can obtain my completed projects and steal my rules for First Blood.

Project #9 Day #7

6 hours, found some footing.

Balistas are in the game. Got a sprite, fires bolts that travel at about the right speed. No sweating the perfection so early on this one, instead focusing more on keeping variables exposed. They can face either right or left, instantiation handles the position on them. Player now has health and can be eliminated by objects on the enemy layer. Each hit takes away one health. Laying out the long lists for the super tile, the tile I'm using to instantiate all my prefab possibilities off of. The basics hold together, I can instantiate any three part combo of tile, tile resident and coin. But some of these tile residents are gonna get complicated. Ooze is taking shape. It has a sprite. It hurts the player, destroying itself if it doesn't destroy the player. Ooze contains coins, amount of coins scales off distance traveled in the run. Ooze needs two type of movement systems, the first one is done: it bounces from side to side horizontally, refusing to fall off the level. I have the code in for path following system, but I pulled it together very late. Didn't have time to test it. I'm sure it'll be just as broken tomorrow.

Project #9 Day #8

Project #9 Day #6