2D Shooter Dev Diary - May 17
Life responsibilities have come back after a brief break, so work has slowed down a bit. However, the hope is to get the rest of the programming done very soon, then the rest will just be art and design!
11 MAY 2020
After hours of work, I’m throwing in the towel. I added a counter for how many crewmembers you’ve saved, but for the life of me I can’t seem to figure out how to make enemies face the direction you’re standing. Rather, I can, but for some reason it is triggering “facing left” twice no matter what I do, even down to adding an “on pressed” function. It just.. Doesn't seem to work unless it happens twice, which then resets itself. I may have to think of an entirely different way to handle this.
12 MAY 2020
I absolutely refused to give up. It was driving me crazy and I needed to know how to get it to work- but now the enemies face your direction. Specifically, I wanted in a limited field of vision for enemies to turn around if you are too closely behind them. That will reward the player for managing to get behind them ahead of time, but not for jumping over them.
15 MAY 2020
Wasn’t much to report yesterday because I was experimenting with how I wanted the electric traps to look/work. However, much time was dedicated to implementing and perfecting them today. Because most of the programming is almost complete, I’m helping out my artist by doing some of the assets myself. I’m a bit slower at it but I think I’m ensuring that it meets the standards I’m looking for in this project.
![](https://static.wixstatic.com/media/c9293c_03c6f9769d1b4224b1c9916bae7a456c~mv2.gif/v1/fill/w_80,h_16,al_c,pstr/c9293c_03c6f9769d1b4224b1c9916bae7a456c~mv2.gif)
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