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sorry for not updating the devlog yesterday i had some irl stuf going on.

so lets make it a double

day 3 - 4 working out stuff:

me and jean have been hard at work making a decent adaptable system for placing wall pieces and wall connection pieces ( on top of each wall is a node where there can be a defense tower on top of for example ).
The way of how we do our wall connection pieces goes something like this check all 8 tiles around you do a sphere cast for objects ( using a custom collision preset called Structures ). If this hits then using the delta x and delta y tiles given to the function we calculate the length from the center tile to the one around it.
Now why do we need the length ? Well going diagonal is instead of a length of 1 its around 1.4 aka square root(2).
We also added a simple AI that after x amount of time moves towards the "Core/Bonfire" which would be what the enemies are trying to get to to kill you. At first we were going to implement A* but i noticed that the nav mesh when i placed the wall updated and removed parts of the nav mesh. i looked a bit online and found out you can set the nav mesh settings of your project to be dynamic which means if someone  places a new mesh somewhere in the nav mesh the ai wont be able to move there anymore. we will still add A* later on if we have time as stretch goals.

our designer , audio and  artist have been planning/working out more of the game and artstile the past few days.

here's a video of the current progress

https://streamable.com/9yn0y

(+1)

LiGhTiNg NeEdS tO bE rEbUiLt!

lol looking good! I like how they connect.

thx :)