Milestone 1 is underway.
Pretty good progress this week.
The map generation is working, still needs a couple features, like designating spawnable locations and corner pillars and an occasional wall offset being mangled.
The World Controller object is successfully sealing a room and starting waves of challenges (Milestone 1 will only have one or maybe 2 challenges to spawn)
The actual eggsack spawners are doing their job (no graphics for em yet tho, just white capsules)
The wizard character moves and shoots, but theres some issues with moving into the player’s bolts etc, so the move and shoot stuff needs some significant rework.
Spiders die when shot! Eggsacks Die when shot! need to make the impact have more ‘oomph’ and some effects but the functionality is there.
I was hoping to get a unity wev playable up on the site this week, but there’s nothing really to play..Oh well Hopefully next week there’ll be at least a basic play loop in place.
So a quick twiddle with the new goblin sprite for January
Gave me a neat mockup of what the January game will look like 🙂
And I was happy.
Then I added a shadow behind the goblin.
And that looked funny.
So I moved it up 1/8 of a tile and drew a flat plane below it to give a little bit of an isometric feel.
Well… THAT looked pretty neat. But now the difference between the floor and the wall looks odd. How about a little gradient to imply depth and ambient occlusion.
NOW we’re talking! But now I’ve got to run those shadows all around. And Indicate Terrain types.. and calculate all the possible corner scenarios. (Which I know EXACTLY how complicated it was for ONE terrain type, Here I’ll be having inside & outside (and possibly other) types as well.
But man.. It really gives everything the look and feel of what I want. Kind of an ‘anthill’ meets Dungeon Keeper feel.
So here’s the part where I make myself sad.
It’s not gonna be January. Absolutely no way.
.. Maybe February (depending on the release of Spine) or March. April at the latest, because I intend to be adding digging at that point and the map rendering needs to be pretty gelled by then.