João Raposo - week 22 May
This week I've been working on defining the deck system, the interactions with abilities, pickups, etc.
When one starts to think about interactions of a player with buffs and debuffs, for example, one quickly realizes that the conditions for activating or blocking an ability cannot be a bunch of IF ELSE statements in the code, since it becomes an entangled mess very quickly. As such, we decided to use a system of tags, that define the conditions for ability interactions, for example a "ability.on_cooldown" tag existing on the player would inhibit the cast of that ability. This vastly simplifies ability and card design, and makes everything more modular.
I've also been discussing the difficulties and ways of implementing pathfinding for platformers with Chi Lam Ao, since we can't use the built in navigation tools, apart from A*.
On top of that, I've kept working on making the outline shader work better, to achieve a crispier pixel art look in our 3D to 2D pipeline.
Get Hanafuda Samurai
Hanafuda Samurai
Status | Prototype |
Authors | JohnFox191, aochilam, pedro_jpg14, Selsen |
Genre | Platformer |
Tags | 2D, Metroidvania, Pixel Art, Roguelike |
Languages | English |
More posts
- Pedro Pérez - Final DevlogJun 24, 2023
- João Raposo - week 19 JuneJun 23, 2023
- Chi Lam Ao - Devlog7Jun 23, 2023
- Sondre Selsaas week 7Jun 23, 2023
- Sondre Selsaas week 6Jun 16, 2023
- Pedro Pérez - Devlog Week 6Jun 16, 2023
- João Raposo - week 12 JuneJun 16, 2023
- Chi Lam Ao - Devlog6Jun 16, 2023
- João Raposo - week 5 JuneJun 09, 2023
- Pedro Pérez - Devlog Week 5Jun 09, 2023
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