Tyger Blade Devlog #2


Hello again! And welcome to the second Tyger Blade devlog.  This week saw a lot of code refactoring, and the introduction of the first boss!

My first task of the week was to refactor the players code.  The original player script was a large intertwined mess.  As I slotted in new features the script became increasingly difficult to read out.  As such I decided to rewrite the players control code as a state machine.  This actually led to me reusing a good amount of the enemy code, which is nice.  As it stands the player controls exactly like it did last week, but under the hood, is much simpler.


After completely changing out the player code, I decided to give a similar treatment.  Previously, enemies would always walk in a straight line to their target.  This works well enough for simple maps, but breaks down for some instances.  For instance there is no way to create barriers that enemies can shoot through, but cant move through.  Enemies would simply walk face first into these barriers, or would walk around them to get a clear line of sight before attacking the player.  To solve this, I implemented a navmesh system.  This allows for “semi obstacles” that can be shot through, but not moved through.  

This allowed me to add in bottomless pit obstacles, which the player can throw their sword over, and enemies can shoot over, but neither can walk over.


Now for the most exiting part, the first boss!

Everybody say hello to…

JACKKNIFE


*All sprites shown are temporary*

He may not look like much, but he provides more than an adequate challenge for anybody strong enough to reach him.


That sums up this week of development.   Over the next week I plan on implementing support for alternate languages, and implementing the basics of the cutscene system!

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