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All ready to go (for now)

Finally finished the last few things that were on my list for the engine to be finished:

  • Fullscreen support has been added
  • Ranged enemies now stop a default of 2 tiles away from the target they're pursuing (the prior behaviour was for them to stop at their maximum possible range which was very obnoxious)
  • Enemies now actively shift which target they're currently pursuing according to their target priority (typically the last player unit to move or activate their ability); before they would pick a target once upon spawning and continue to chase that specific unit unless that unit moved, even if their attacking priority would have them attack a different target, which was both confusing and unsatisfying to interact with

With this I consider the engine to more or less have all of the basic functionality I've laid out for it, which means it's time to start adding content. My next goal is to get a (very sloppy, ugly, and bereft of content) playable prototype uploaded. It shouldn't take more than about 5 minutes for someone to play through and see all the content.


In the meantime I think I might take a short break from this for a few days (lies). Peace.

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