Days 3-6
After taking some days to chill on January and then getting bombarded at work, I got back into jamming this week.
Art style:
Considering that time was precious, we decided to go back to a simple style of 8x8 sprites and tiles, even with 0 experience on doing this, Marccio made all the sprites for the ice cream overlord, the chibi ice creams (the ones you have to rescue) and some slug enemy. And I made very crappy tiles :P
Load game entities from Tiled:
I already had the box2d collision data being parsed, but now all the game entities are defined on a layer and are loaded at runtime for the corresponding Level and created in the game: Player, enemies, chibi ice creams.
Adding some behavior to enemies (AI):
I took a while thinking about this, but I decided to make something easy to escalate for the enemy behavior, be it walking, firing at the player, etc.
It works by making the Enemy entity having an Array of AiBehavior implementations, which are supposed to do different things with the enemy, so it's easy to add or remove them.
For now only a WalkBehavior is implemented.
Rescuing the ice creams:
Important mechanic that defines if you finish a level, these blue guys are happily waiting there for you to just get them, make some happy face then leave disappear. This was done by marccio
Misc:
Improved the mechanic for the player to feel more intuitive for the player and agile, thanks to Marccio testing the game.
Box2D collision filtering was added by using categories and masks, kinda messy but got it working fine at least.
Added acid/lava pits that will instantly kill the player (respawn and restart the level).