Sword combat and player damage
A sp00ky cave environment, a scuffed dodge roll, and the Jai compiler.
Welcome to issue #2 of the changelog. There’s plenty to talk about this week, so let’s get CRACKIN.
player movement sprites (prototype asset pack from itch)
dodge roll (which totally wasn’t taken from a separate asset pack)
ogre → player attacking
player knockdown when damaged
red borders for health level
player → ogre attacking
basic white shader flash when hit
player attack animations
Fredrik’s lovely background cave scene prototype
parallaxed the layers
dialed in the camera zoom & positioning
got the sound system initialised
ported the codebase to Jai
WHAT’S THAT SMELL??
ah, it’s progress.
I was fortunate enough to gain access to Jonathan Blow’s closed beta for his new programming language (codenamed Jai). I ported over a couple of weeks back and it has been bloody brilliant.
There’s just something unspeakably beautiful about it. And since it’s unspeakable, I won’t butcher it by attempting an explanation.
It just feels really fucking nice.
There’s not really one specific thing I can point to here. It’s just a bunch of little improvements that all add up to me having a massive grin on my face each morning when I boot up my text editor.
It’s definitely got something to do with the 700ms build times ;)
I’m excited to take it all the way to a shipped product and see how it holds up.
I’m going to be focusing on making the movement and attacking on the player side feel more fluid.
On the Ogre side, I’m gonna need to improve the behaviour and get the fight feeling a lot better and less repetitivivivivivivivive.
At the end of this week I’d like to start on the first round of playtests. I’ll be doing it through our Patreon Discord, so if you’d like to join in and help me out with the project, I’d be very grateful :)
All funds are going towards building the game / studio. Which at this stage is paying for art assets from Fredrik, and working towards hiring a full-time programmer to help me out with the typing ;)
Time for me to get back to work. Cya next week!
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the gameplay shown through the gifs is looking *crisp*, really impressed so far -- also interested to hear more about Jai as you progress along
since Jai seems to be fairly new, does it have all the functions and libraries of other, more mature scripting languages? if not, how much will you be writing yourself/ with Jonathan?