Today was mostly spent making up the lost time from yesterday, so a lot got done.
The first thing I did was got the wandering enemies to work, but I noticed that the aggravation radius of resting was much too wide with the addition of enemies, so I had to reduce it. I then noticed there was a lot of dead space in the map, so I wrote a tool to plot out the enemy positions and their relative strength so I could see where the dead space was, so I added a bunch more enemies and adjusted the number of enemies needed for a level up from 2 to 3. This reduced the dead space, but there were times where the new wandering enemies would bring too much pain, and there was no possible way to win in this situation, so made the starting room a safe room, where enemies wouldn't go, to give the player a place to run away to if the action gets too hot. I also noticed that as the game went on, it started to get far too easy, so I changed the resting rules, to make it cap out lower so the higher level guys had a higher chance to kill you. Talking with David of
wowyoureugly.com he suggested that you should be able to rest at any time, just to make the enemies take action without needing to move, so I ended up implementing that into the game as well. Needless to say the game feels pretty balanced now, and there's been no complaints about the length of the game(it's rather short, but this kind of game isn't very in depth so it shouldn't be outstaying it's welcome).
Next I added sounds to the game, to make the sounds I fired up audacity, then do an impression of what I want the sound to sound like, then afterwards edit it so it sounds like what it should sound like. For a fun fact, the sounds for the enemies and the player dying are both based on the same sound, they're just warped to sound different. I added a sound for pretty much everything I could think of, then added an option in game to stop the sounds for if they ever get annoying(which I ended up just binding to the s key). There's still no music though, but I'm so musically deficient I'm enlisting the help of my brother for that front, so I'm hoping he does well.
At this stage and still having some time left in the day I tried tracing my hand drawings to see what the game would look like with a more pixel art feel, the result was this:

I took a quick poll on the forums I was logged in to at the time, and this new style seemed to be more appealing than the old style, so I redid all the artwork, touched it up a bit, and added a new graphic for the original enemies, and used the touched up old graphic for the art of the new wandering enemies, the new in game screen shot looks like this:

I then started working on polishing up the intro and game over screens, so they look a bit nicer than just the black text on a white box:

I also tried to do a code review, but doing one alone is rather tedious, and I wasn't catching anything, so it was prematurely killed. Anyways on to the summary!
Tool update:
- Audacity - used to make all the sound effects in the game with the microphone on my webcam
Code count:
- convert.py - 15 lines
- underwe42.py - 299 lines
- ego.py - 81 lines
- view_layout.py - 14 lines
- Total - 409 lines
Current Assets:
- 10 images - boss, icon, floor tile, wall tile, grass tile, goblin, ogre, player, intro background, gameover background
- 5 sounds - walk, enemy alert, enemy death, player death, boss alert
Goals for Tomorrow:
- Pretty up victory screen
- Come up with a way to mark the safe area
- Add a rest alert message when the player power is low
- Prepare the distribution page
As always I've uploaded
my progress so far. See you tomorrow!
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