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18
3 years ago

For day 176 of coding, the enemy now has an attack once it's in range of the target

I've also adjusted the player's origin point to help with the enemy's targeting




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

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

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

My game in 50 seconds #indiedev #Gamedev #steam

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

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

For day 1100 of coding, I have found that there is something setting the depth in the positives after the depth calculation. I have yet to locate where that is happening

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

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

For day 1104 of coding; with the new depth sorting in place, I have adjusted the depth of the layers to make room for the sorting range