All submissions (16)

No coding today, which was honestly a nice break. I started designing a boss for the game, and I'm liking it thus far. I also did some art practice, trying to make a fairly large mockup sprite for said boss.

The first thing I worked on was a quick and dirty test level just to see how it felt all together. Pretty proud of it thus far.

After that, I did a technical checkup. Y'know, making sure code wasn't messy, removing silly, redundant comments. That marks this chunk of the game done and dusted. I now move onto the next chunk, which should be more level design focused.

Did not expect to be able to bang this out so quick, but I managed to animate the enemy. Not fully polished, just good enough to get the job done. Glad to finally have this chunk of the game done (not yet dusted though :o).

Here's a screenshot of the gang, as it stands.
I realize the player and spider look a little out of place fully coloured and all. But that will be sorted in time.

Hm, I forgot this existed. In the past month, I've just been downscaling the project's size, and refining the core.

Today I had a very good session of flow. Just barrelling through the To-do list. So that was really cool. The particular enemy I'm working on just needs to be animated, so that's the plan for tomorrow.

I did some simple (and I mean simple) animations for the spider enemy; a bite, a snazzy flash of the eyes when it becomes aware of you and part of a grabbing animation.

Tomorrow is, of course, a new week - my mission for it is to have all of the animations finished.

So, I didn't do a a whole lot today, as it is the weekend and stuff. But I added a walk cycle animation to the spider enemy. It's not groundbreaking or anything, but I like it.

On a side note, I think looking at so many pictures of spiders for reference has partially rid me of arachnophobia... perks of gamedev.

Got to work on the spider enemy and got everything mechanic-wise done and dusted. It's just animations and stuff left, so... tomorrow, I'm hopefully gonna make a cool walk cycle animation.

The past few days have been slow because I felt a little overwhelmed by the current task, and life, of course, got in the way. But I sat down today and did a whole lot of the work. Tomorrow, I'm gonna polish it up and hopefully work on some assets...

So, I didn't do any implementation or much of anything. But I did some extra designing, and have been planning how to implement a particular element of the spider enemy that is a little complicated. Hopefully, tomorrow I can pull something more.

So, when jumping back onto the project this morning, I decided that before I can do any more work on that spider, I'll have to sort these graphics out.
So, I spent the day manually downscaling each sprite (don't worry, there weren't many) from around the average 32x32-ish to about 16x16-ish. Large enemies go up to 24x24. I'm really quite happy with the result and the overall look of the game as it is.

Tomorrow, I'm gonna work on the spider enemy.

So, as planned, I got to work on the spider. Turns out that is a little bit more work than anticipated (as is often the case with gamedev) and will have to continued tomorrow.

I have also been thinking about the way the game should look, messing around with resolutions. It was previously 800 x 600, but I figured since the game sports a cast of very small bugs, the resolution should be lowered to 640 x 360. (thus making it widescreen, too)
Still thinking about it, though. We'll see.

First thing I did was go back and do some touching up on the player sprite; It looks a little better now. After that, I drew up a simple spider sprite and thought about how this spider will behave in-game. Came up with something I like, did some of the implementation, and that's pretty much it.

Tomorrow, I'm hoping to do the bulk of the implementation of the spider, and if there's any time, do some extra sprites and a little animation for it.

Not much coding or design today, just working on the art for my main character. I have made a sprite which I can stand for a while. It was quite nice to take a break from all the technical stuff for a bit.

Tomorrow, I'm gonna begin designing and, at least start, implementing the first arachnid style enemy.

Went ahead and did some enemy stuff, then checked up on code and did some improvements and such here and there. The total lines tally up to some 1000+, which may seem meager to some, but I don't think I have written so much in a single program.

I also spent much of day practicing art skills.

A couple headaches later, I finished the collision. After that was done, I implemented a super simple enemy health bar and finalised various other parts of the enemy class.

Tomorrow, I'm gonna implement some stuff in specific enemies that was left undone, try to come up with a player design (visually) and then, if there's time, go back and check code and do some debugging.

Began reworking the half-assed collision system. Still needs work, which is set for tomorrow.

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