Dungeon Crawler Jam 2021: DAY 4

Build v 0.0.2 – 0.0.4

Japie added a new build with the new enemies in and their animations going (though not all of them, they idle and they die) and he had them trigger their move script every 3 seconds. Japie also worked on getting the enemies to use the same movement code as the player so they can also stay on the grid and use the pathfinding logic that is now in place.

Included in the the last build of the day:

  • Now the monsters chase you only if they are aware of you due to them having seen you within 5 squares, and they can also trigger combat.
  • Still need to code you turning around to face whichever monster triggers the combat with you.
  • This build has the bee enemy in it for some variety.

Development

Enemies are starting to take shape with Leanri playing around the animations and transitions triggering from code. The placement is now also algorithmic using the wavefront algorithm placing them at random places that are an adjustable number of possible paths away from the player’s start position.

Next Japie worked on the localised pathfinding for the enemies to move towards the player on the grid as soon as they notice him in their area of attention. If we get that working Leanri will pull in the other enemies and work on some rooms that can be placed at the end of the procedurally generated hallways and Japie will move over to working on a start menu with settings.

Japie also worked on some refactoring to make things a little more optimised and seperate the concerns in the code, but so far so good!

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