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24
2 years ago

For day 207 of coding, the plant enemy can take damage now

I've also made it a stationary enemy; meaning that it cannot be forcefully moved by attacks like the wind shot




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For day 1102 of coding, I've learned a bit on how depth is calculated during the game's running time. I still haven't figured out how the depth umps drastically while in the forest maze

For day 1108 of coding, I've given more space between the clouds. It does look a lot better. Less is more indeed

For day 1107 of coding, I've put in the depth sorting for the big rocks with some adjustments to what y position to make the calculations from

My game in 50 seconds #indiedev #Gamedev #steam

For day 1103 of coding, I am working on some new calculations for depth sorting. Nothing to really show yet though

🆕🔥New mechanic! Place wet souls into sponges to cool down scorching terrain and make your way through!

For day 1110 of coding, I've added a new layer with a new set of clouds to see how it looks

For day 1105 of coding, I made sure to apply the new depth sorting code to the item pick-ups

I've created a new form of parkour in Weefager! What do you think?

For day 1109 of coding, I made sure the forest exits are set to the correct depth that will allow the shadows to appear over them