

I recently found that listening to Mozart while programming makes me problem solve much better. Im trying to keep my ideas under wraps until the time is right so I can blow everyone's minds with my creativity. I have at least 2 games I want to make in this engine, which I will talk about when its time to start showing off my product when im getting ready to launch it.

So don't be surprised to see typos or if i start rambling a bit.Īnyways, I am making a platform engine with a stealth system and a social system for talking to NPC's. I should also note that when i'm writing these it will usually be right after ive been programming for a long time and I will be rather worn out. But hey, at least I'll have a good laugh about it someday.Īnyways, i'm now starting the process of making the enemy A.I., which I will have (hopefully) made considerable progress by next weekend for the next weekly blog update.
#Heretic game graveyard code#
The I realized my error: I put the change crouch variable code before the change sprite code, causing the whole problem. I redid all the code for this after days of searching and testing for what may be causing the issues (Korn reference intended!), making the most efficient and well organised code I think Ive ever made.īut even after this spark of pure genius, I was getting the exact same problem when test running my game. However, it would change the sprite to the opposite of what crouch was (ex: if crouch was true when down was pressed, then the sprite you change to the sprite for crouching, even though it already was crouching). What was suppose to happen was when the player pressed the down key (which is customizable), the variable crouch was to be set to the opposite of what it was before, and the sprite was to change accordingly. So brace yourselves, this is about to sound stupid: The reason behind this is one of the most embarrassing mistakes Ive ever made in programming (which Ive been doing for about 4 years). Right after my last blog post, I encountered a glitch in my game that made the the crouch reversed (when you were crouched the sprite for standing would be set, and vise versa).
#Heretic game graveyard upgrade#
Shutout to the whole audio team, they have some fantastic stuff in the works we cant wait to share with you all! That should give you a basic idea of what we have cooking! Next time, I'll (hopefully) be talking about the weapons and weapon upgrade system. The games sounds and music are very much a work in progress right now, but since a track is on display here I figured Id mention it. A future dev diary will flesh this out, as well as the other 8 or so planned weapons. The Shotgun and the Assault Rifle are both on display here, and are fairly self explanatory. As of this time, there are only two weapons.

Holding Q opens the weapon wheel, which slows down time and gives you a chance to select a different weapon, as well as displaying ammo amounts for all weapons. However, what we do have I will explain: Weapon Wheel The other half of the platformer-shooter is shooting, and unfortunately in this build that's a pillar that needs some attention. not only does this make it an option for avoiding damage in tight areas, but combined with jumping and double jumping, can be used to pull off some pretty impressive movement stunts! Shooting

While in a dash, the player doesn't collide with any bullets or other projectiles. Gravity is not applied during the dash, so it can be used to easily cross large gaps. Pressing shift causes the player to suddenly lunge horizontally, in whatever direction they last moved. Also, no control of movement is lost while in a jump! Dash Jump recharges instantly upon touching the ground. Alternatively, if the player walks off a cliff or edge, they can jump twice in the air. The player can jump once from a solid surface, and again from in the air. To that end, the player has a number of abilities to assist in traversing the arena: Double Jump This being a hybrid platformer-shooter, movement is very important and a core pillar of game play.
