I fell off the map for a bit again; I ended up being much more busy than I could have expected, and, as a result, Vagus took a back seat.
While I wasn’t working on Vagus directly, I was keeping it in the back of my mind. I tried to solve some of the glaring problems I was running into, but the only viable solution I found required that I start again from scratch. As much as I like the idea behind Vagus, I really didn’t feel like restarting the whole thing. I’ll most likely return to it eventually, but for now I’ve decided to move on.
So for the past month and a half or so, I’ve been planning out the project that I started just last week: Sketchtroid (It’s a placeholder name). Sketchtroid is a top-down arcade-y metroidvania with a ‘sketchy’ artstyle (basically, I plan in hand-drawing everything with a tablet). I won’t go too far into design at the mo. Each mechanic and design decision I’ve made will be covered as I implement it. For a general roadmap of the project, check out the repository on GitHub.
As of now, I’m working on the code relevant to the core combat of the game: Entities, Abilities, Statuses, Bullets, etc. I plan on discussing each part of the system, as well as the system as a whole, as I build it. Some parts, like Statuses, Abilities, and a small class called a Stat, are already done, so expect posts on those in the coming days. The entire combat system should be done within the week (should be).
After I have the combat core done, posts should get considerably more interesting as I move out of pure code.
I’ll be back tomorrow to talk about the Stat class!