Day 1
Ratcatcher » Devlog
Project Development Begins
Today may be the most amount of time I'll have available for the project. The rest of the week is going to be what work I can get done on the train and in the very few hours between the kids' bedtime and my bedtime. So the bulk of today's work was spent on fixing all of the issues in the hobby game engine to be a better foundation for the rest of the week. Bugs were squashed, needed features were added. There is now a beginning and an end but no winning condition.
Todays work
- Fix collision detection bugs
- Fix bugs in the actions log
- Fix bugs with the enemy AI
- Fix bugs with the doors
- Create a death screen and a way to restart a new level
- Add an out-of-the-box skybox
- Add ceilings to the castle rooms
To-Do (in order of progressive delightfulness)
- A winning condition ( clear a number of castles )
- Entities that spawn entities on a timer / environmental factors ( rat nests that create rats )
- Modify AI for more seek/avoid behaviour ( baited traps, avoid guards, prefer staying near walls)
- Spawn friendly AI entities ( ratters to help the player )
- Scale based obstruction (rats can scurry under furniture that blocks the player)
- Switch to a turn based grid movement system
- I really want to do this, I have a "superhot" style idea but the engine is so realtime based that this may be too much of a lift for the week :x
Files
Day1.zip Play in browser
Mar 03, 2019
Ratcatcher
for the glory of the kingdom, kill the rats
Status | In development |
Author | ibGoge |
Tags | Seven Day Roguelike Challenge |
More posts
- Final - Day 7Mar 10, 2019
- Day 4Mar 07, 2019
- Day 3Mar 06, 2019
- Day 2Mar 05, 2019
- An IntroductionMar 02, 2019
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