Day 6 - A game with no name


Field of view, but nothing lying in wait.

Monster generation but not monster placement.

Weapon targeting but not firing.

A physics system but no projectiles.

Falling, but no falling damage.

Enemy AI which just wanders left to right.

Inventory management, but no items to collect.

Stats that do nothing.

Original music tracks that won't be finished and used.

Sentence generation but a non-functional message box and nothing to say.

Real tiles, but still using placeholders.

Map gen code that's half-finished, with a templating system without real templates.

A design doc we never referred to.

A game with no name.


But! The jumping interface is totally done! (Well, except the option to intentionally jump into walls.)



I think I've posted enough .gifs of jumping and falling, so I won't.

Day 6 started so well (see Day 6.1 log entry), implementing jumping, but then most of the rest of the day was spent fixing jump glitches such as jarring misalignments when landing.

But after the day there is night! Finally added the jumping interface, polished it for an hour, and then did some work on mapgen. Ugh. It's a mess of code I laboriously salvaged from Portlligat, placeholder map gen I wrote, and real mapgen Seilburg started on. A lot of total effort for little to show. I added template placement and created some templates, although I didn't have final tilesets to use.

Oh, and that CanvasLayer hack from a few days ago to scale the screen? I had to revert it and redo it properly using camera zoom, because it was breaking the camera in strange ways.

Get Battletier Ascend!

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