Eva's Development Blog

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Tactical movement

Today, I started coding the player movement system for combat. I got tired, so I’ll have to continue working on this later.

Animation system

I added a sprite animation system and animated Lizzi! She has a simple idle and walk animation. You can play an animation or queue one up to play when the last one is done.

Clean up

Today, I cleaned up the code for the rotating flora and spent some time to think about combat. I’m hoping to work on combat soon!

Moving flora

Today, I worked on the object map some more, and I added rotation to the flora when the player walks by them to test the object map. I still need to clean up the code for the rotation.

Object streaming

Now, objects that are out of view are recycled and moved somewhere in view. They’re deactivated and reactivated so the objects can handle their own states however they need to.

Object map

I got tired of looking at the same thing, so I thought I’d work on adding some grass to the world.

Separate from the tile map, there’s a new object map! Right now, there’s a list of prefabs and the object map stores the indices to it, and the objects are pooled and placed on top of the tiles (the tile map and object map are both 2D, the tile map’s really more of a height map).

And of course, I added a grass prefab to test all of this with.

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