Finally Got Back To Work!
So this will be my first official devlog, although I have been working on this project for quite awhile now.
I had to put this project down for a long time and came close to scrapping it. I coded myself into this huge mess with tons of unorganized stuff that didn't corporate with each other. I had accidentally started too many separate tasks and tried to make changes to some stuff while leaving others as they were. This resulted in a gigantic cesspool of commented out code, mixed with working code, mixed with broken code... You get the point.
Anyway, after quite a long break and some work on other little projects that I had been wanting to start, i came back to this and took a good hard look at it and figured out a way to completely salvage it. I'm very happy with what I've been able to do. I've managed to fix all of the major issues I was having and have condensed a lot of my bulky code that was making it hard to work on this project. I would like to start writing a bit about the specifics of my project - the code structure, my workflow, where i'm headed - but I will get to that later. Since this is my first real devlog for "Lets Pretend Adventure", I'd like to just list a couple of major features of the project and the fixes I've made over the last couple of days:
[1] - Line of Sight & Shadow Effect
This was something that I was really excited to get working in the project and adds a whole new feel to the game. I was always inspired by the old PC game "Nox". This line of sight affect brings a sense of mystery to the world. You can't see over the trees anymore just because its a top-down game!
[2] - Consolidated Enemy and NPC AI system
This was a long time coming, but was something I was too afraid to start. I originally created two entirely separate AI systems and state machines for my Enemies and my NPCs. It turned out that for the most part they were completely identical, but resulted in thousands of extra lines of code, and managing both systems at the same time became one of the biggest reasons why I thought I would have to scrap this project. Well I finally combined both systems into one, and was able to delete thousands of lines of code and dozens of scripts.
[3] - Other Notable Fixes
- more efficient debugging system with on/off switch
- new heart system
- Created a door system with the option to have locks that require a specific key to unlock
- added a couple of features to the inventory system
- fixed lots of little bugs with the enemy AI system
[4] - Notable upcoming projects
- enemies will have multiple attacks to choose from
-enemies will have a sequence of actions to follow, making them more predictable instead of random.
- more tileset work is needed!
- Updates to the quest system
- simple crafting system
-simple fishing system
-bestiary
-map
- More sound effects
- Will fix the issue with using your weapons while holding in item. That shouldn't happen.
Files
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Lets Pretend Adventure
action adventure game that takes place in the imagined world of children playing pretend!
Status | In development |
Author | yummyfunnybunnyStudio |
Genre | Adventure, Puzzle |
Tags | 2D, Action RPG, Pixel Art, Top Down Adventure |
More posts
- New Feature - Crafting SystemMar 04, 2019
- Game Controls!Mar 02, 2019
- Large Update! input functions, room transitions, flash effects, and more!Mar 02, 2019
- Screenshot Saturday! 2-2-2019Feb 02, 2019
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