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(2 edits) (+2)

Day 2:

Development Log:

  • Moved json data to streaming assets. I was terrified when the project wasn't working in the browser, luckily it was an easy enough fix. For PC. Then had to figure out some networking stuff for the webgl version... ugh, learning! Was working on a multiplayer Westrado-like networked game before this but the art-programming was becoming too lopsided for my taste. May revisit after the jam.
  • Also had a weird bug where all my publicly assigned variables got emptied out, something had to constantly deal with when making Sushi Inspector Extraordinaire! *shiver* Really taught me to resource loading and game managers though!
  • Rant about aspect ratios: So the art is all for 256x144. Obviously I'm not one of those monsters that makes you read tiny fonts (actually I totally am- I even created a custom font that's only 3x3 pixels wide muahaha! please use to annoy for all your games). So I thought that since 1920x1080 is also 16:9 all is good right? Unfortunately due to .5 in the rounding  it all gets wonky. I had to redo the UI to conform  to a base of 1024x576, 4x the pixel count. Which looks fine in the browser but also means that when you download the game it will look a bit jank. Letter-boxing might be the best option as the highest perfect ratio is 1792x1008, 7x the size.
  • Implemented a simple health and on move onto the same tile take damage. You can't destroy anything yet though!
  • Also found an embarrassing old list of names in the vein of  Pacific Rim- may still use them for the enemies cause they're so dumb. Here's a couple of favorites:
    • Lupine Nuclear
    • Massive Cosmos
    • Cruel Peninsula
  • Overall everything is working the browser as it should and on the pc, progressing along nicely.

Crabby bot wants to show off his guns! (may be more literal in-game)

Tomorrow's update will be to the combat system. I keep trying to find this little example game someone made comparing the player being able to wait, not being able to wait, and the enemies being able to wait. The moral of the story is that having to offset your moves is way more interesting than just being able to wait until the enemy moves next to you. Sill haven't decided whether my game should be real-time, turn based, or a hybrid. Likely will go with turn based but I do want to experiment with turn ticks that go on without your input (Crypt of the Necrodancer style). Obviously not at that game's speed, I don't want to stress players out with real time puzzling. Roguelites are often turn based so it might make the most sense in the end.