Happy Monday, uh....people! Damn. I had a good start, and I instantly ruined it. Whatever. Let’s get into the stuff.
Above is actually the last thing I worked on this week. Simply put, they’re little homing, healing bullets. Really, though, they required I buff up my bullet system a bit to handle “damage <= 0″ cases. Not a lot of buff. Just a little. These homing health bullets will be used in the next next boss fight I’m working on, the first of the T2 bosses, Prometheus. I set up this whole shoot-health-pickups-to-release-their-health thing as a way to test the bullet. I may or may not keep the feature (it’s cool, but a bit imbalanced).
Before I started on this, I set up a new hierarchy for “Control Scripts”. Enemy control scripts and the player control script required very similar functionality, so I stuck them under the same parent class and started fleshing out support methods. Doing so broke pausing a bit, but not majorly, so I’m letting it slide for the time being. “I’ll get to it.”
I also added a stacking status effect subclass with support for sequential and concurrent decay (basically, when the duration ends, either remove one stack, or all of them). I’m not super happy with it yet, but then again, I don’t need it yet, so I’m giving it the same treatment as pausing.
And, like I said, I’ve been working on Prometheus. Design-wise he’s pretty much complete. There are a few things I decided to figure out during implementation, which is crawling along. Prometheus is a much more complex boss than Themis, and I’m going to have to spend a larger chunk of time on AI compared to Themis. It’ll be worth it though. I’m very much looking forward to seeing how Prometheus turns out.
Prometheus himself may not be in the next update, but there’ll be plenty of support content to show off by next Monday.
Until then!












