devlog

Working on a lot of stuff. Many invisible changes to the hitbox/hurtbox mechanism after somehow fucking it all up again. Now there is a custom resource for HitBox and HurtBox configurations so I can change all the monsters at once by just editing the appropriate resource or create custom resources for specific cases.

I’ve also added a p-switch style thing that can talk to spawners or other meta-game entities. Spawners are nice: they are just regular nodes and when you add children to them, they remove them on start and spawn duplicates back in when they are told to (eg, by a button or switch).

Finally, I’ve implemented StageRegions, which are just rectangles with meta-data attached to them. When the player enters or exits, they raise events that other objects can listen to (spawners, for example, but also my custom camera class).

This allows me to snap the camera in place or within bounds for certain sections of the level.

At a slightly higher level its beginning to feel like I am procrastinating by imlementing game features. I probably should start designing levels.

Also, there are multiple pick up types and a shader to customize the sprite for candy pick ups. Right now there are just candies that don’t respawn after pick up (for one time challenges) but I’m going to build a few more types (moving ones, for example). Since the candies recharge the ghost’s juice they are a major handlebar in the design space so they need some expressiveness.

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