I've been putting in lots of work on "Delivery Man" lately. I've even started working on some art assets to try to expedite the process.
Still finding some glitches in the tile code when I went to make that little video. I think it's looking pretty decent though. I know it's just water, but it's a step in the right direction. I based it off of the Pedro Medeiros tutorial. That guy has some great stuff.
On to the bane...Water sprites and tiling are not it; It's collisions and pathfinding. I've been working on this for a flippin month, and still have yet to find a reliable way to keep enemies from getting stuck in objects and each other. I have a pretty decent pathfinding script (though it makes enemies move in little circles when another enemy is blocking it's path). The main issue is showing up with these 2 phase chaser enemies that I'm working on. When they go into their dormant phase after taking X damage, they're confusing the other enemies (hence the swirly movement). It's almost like I need to make them act like floor items and be able to be pushed by other enemies and no longer avoided when they're in that dormant phase. they're also either coming out of the dormant phase full of piss and vinegar going way too fast, or they exit the phase and accelerate very slowly. It's really strange. Also, the size of the enemy changes when it goes dormant, which causes issues when it changes back into its normal size. I just made the hitbox universal for now, but it'll need to be fixed. Currently you can shoot through the top of the enemy without hitting it.
Player movement is good. That's something to be thankful for. The day I figure out enemies, I'm going to celebrate.
I'm thinking about making some vlog posts with more frequent updates on Delivery Man soon. Keep your eyes open for that.
Also, Salt Assault didn't reach the minimum IndieGoGo funding amount to claim any funds. I think I'll probably pay for a tiny print for myself. I kinda just want to have a nice copy for myself. Not sad about it. I just don't know how to market.
Going to keep cracking on Delivery Man until I have a nice vertical slice of level 1.
Until next time.