Open wemyss opened 7 years ago
I've had a go a making it more state based in https://github.com/Cypher1/13k_lost/tree/stateBased. Can you have a look sometime, I'm not sure it counts as a finite state machine but I think it's closer to a good approach.
Looks good (I like the separated animation sprite). Are we doing top down or side scroller 😕 ❓ Can that grass be used for top down? image from the branch I'm working on. Was this similar to what you were thinking for caves? (the yellow squares are just examples of where we could put treasure things or enemy spawns)
Also on your branch you can no longer change which direction you're looking without moving, not sure if that's something we want (I literally was just thinking of how they do things in pokemon emerald 😛)
Gotcha. That was an unintended side effect of the way I reimplemented Player.walk. I should be able to fiddle with it and get back the 'look' action.
I drew those tiles as side scrolling as an experiment really. I'd prefer top down really but I'm not used to drawing textures for it so I'll have to keep practicing.
So Im assuming somethings about the a game a we want to make so let me know where we have different ideas but, we need:
a wall texture or a few (maybe an earth one and a stone one)
some code to disallow movement into collidable objects
some kind of prize / coins / treasure (both texture and scoring)
I'm assuming a door + key mechanic would be good
Enemies (bats?, goblins/gnomes?)
Some kind of death system.
Any preferences for all these?
On Sat., 9 Sep. 2017, 8:01 pm Wemyss notifications@github.com wrote:
Also on your branch you can no longer change which direction you're looking without moving, not sure if that's something we want (I literally was just thinking of how they do things in pokemon emerald 😛)
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Wall and floor textures 👍
Collidable objects is kinda done on my branch with walls already (was thinking in the world grid that any positive numbers are collidable and 0 or below are free to move around in)
Would like to do doors and keys. Else I'm keen for explosives they can place to get to other sections.
Scary gnomes :P
Yeah not sure what happens when someone dies? Should they respawn after some time or?
Awesome.
Explosives are great, so like a timed explosive (just explode when the animation finishes) maybe spawn some smoke?
This reminds me of the AI assignment I'll look for the spec.
On Sun., 10 Sep. 2017, 11:49 am Wemyss notifications@github.com wrote:
Wall and floor textures 👍
Collidable objects is kinda done on my branch with walls already (was thinking in the world grid that any positive numbers are collidable and 0 or below are free to move around in)
Would like to do doors and keys. Else I'm keen for explosives they can place to get to other sections.
Scary gnomes :P
Yeah not sure what happens when someone dies? Should they respawn after some time or?
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Hahaha. Secretly I'm doing Ai and getting you to do my assignment. Timed explosives with puffs of smoke sound cool. Kirsten also suggested footprints that linger for a while so you can see someone was around
That's a sweet idea! We could go the horror route if we did some lighting work... Fixed up spawning by the way (merged it in as its pretty small)
Last min todo list before 9pm tonight:
Made temporary treasure sprite
Fixed browser focus bug, will commit straight on master
Working on A improvements, almost got it working (should do an A and only need to redo the A* when it runs out of path to follow)
I can see the player exploiting that by running straight back past the enemy. not sure if this would work but maybe we could when the player moves 1 unit we calculate the A* search again from path[path.length-2]
(the 2nd last tile in the path) to the new player coordinates and update the path with the findings.
EDIT: probably not worth doing this
http://codeincomplete.com/posts/javascript-game-foundations-sound/ - I'll give this a go tonight
update()
function. It's disgusting. Can I make it a finite state machine?