Day 2
Ratcatcher » Devlog
Game Update
You can now kill all the rats in the castle (there is still only 1 rat) and then you will be taken to the next castle. Clear the castle and the end screen will be shown.
Work Done Today
Short day but checked that item off the list! Added a "Director" service/system that tracks "McGuffin" components attached to the rats. When all the mcguffins are dead the Director decides if it's time to create a new castle or to let the UI know the player one. Ran into a bunch of odd lifecycle race conditions with the last rat's death animation ending when the Map system was in the middle of the new castle load function. Well that got fixed =D
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
Day2.zip Play in browser
Mar 05, 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 1Mar 03, 2019
- An IntroductionMar 02, 2019
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