2022-Jul-10 - Maze Fodder Progress


SO it only took me a week to decide I wasn't happy with my original starting point and that things were getting hard to refactor or to add new features. This lead me to restart development over again, I can't see this being the one and only time I scrap everything because it's gone wrong, but that's the beauty of being the only one working on your project.

I've also switched to what I think will be a better tile set to do the early development in that being "Topdown Shooter" from the KENNY Game Assets All-in-1 it gives me the Top-Down perspective I wanted with the wall interconnections and a range of characters to represent the other NPCs.

I haven't decided on the overall style of the game  yet which I'm hoping will lead me into some idea of the types of NPCs we have, things are still a little up in the air.

But such is life and I'm still really enjoying the journey, no need to rush.

I've opted for a circle Vs Rectangle collision detection system with a AABB last chance check to keep the NPCs from leaving the map.

Next up, I'll be putting the Maze generator back in, I'm hoping that I can have it create the maze with more than single cell corridors so we can have more space for the combat.

Until next time, stay lucky.

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