Core movement engine done!



Current updates

2021-04-13

  • Added stair attacking
  • Fixed turning while dodging

2021-04-14

  • Fixed a bug where jumping while directly under a roof caused clipping through the tiles
  • Added the enemy class, with an "Enemy Damage Zone" which acts a hit box for player weapons to hit
  • Added a Weapon Hit Zone that is spawned when the player is attacking

2021-04-15

  • Altered the hit zone mechanics on enemies. The hit zone is now entered numerically rather than being based on sprite size.
  • Added enemy damage zone and player hit zone. Enemies can now damage the player, which results in a knockback and a short invulnerability period.
  • Fixed a bug with wall clipping causing the player to magically teleport on top of blocks.

2021-04-16

  • Added player death. Upon reaching zero health, the player will collapse and die.
  • Created character concept art for Chloe. 

Progress so far

I spent the last couple of days ironing out the last parts of the core movement engine for the player. Now the player can do all the basic stuff, such as walking, jumping, attacking and climbing stairs. Player enemy interaction has also been added. First, I thought of doing a collider/ridigbody solution, but I ended up representing player and enemy hitboxes with Vector4:s instead. I am not sure what is best performance wise, but given the limited amount of enemies I will have active at one time it will not matter either way. 

What is next?

This weekend I will take a look at adding doors to the game, enabling area transitions. Also, if I have time, I hope to get the basics of boss fighting done.

Follow me!

Please feel free to follow me if you are at all interested in this project. There is not much to show in terms of gameplay yet, but I hope to be able to show you a demonstration video next week. I would love to hear any input and feedback!


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