Have spent a lot of time on thinking about game and it features and start writing concept doc of game. Also, made some fixes and implement some features.
Trying to work on game every day. I do not have a lot of time because of work, but i think if i will do a lot of small steps every day, sometime game will be done.
Bought two new monitors. So now I can run ide and defold editor in different monitors. x1.5 to productivity
Changelog:
1)Culling for pickup sprite.(sprite is destroyed if go is invisible)
2)Remove invisible wall sides when parse level. When walls stay near there are some sides than player can’t see, so game do not need to draw them
3)Fixed bullet ignore walls. You can kill enemy throw wall,forget to add obstacle mask to bullets
4)Add simple level selection scene
5)Add simple game_over modal. Can restart or go to main menu
6)Add simple pause modal. Can resume or go to main menu
7)Fixed weapon raycast. Raycast is nil if player in inside enemy collider. So in close range raycast was nil, and shot was missed.
8)Add more tests.(pathfinding, parser)
9)Flash enemy when it takes damage
10)Add camera shaking when player receive damage. Like here https://www.youtube.com/watch?v=tu-Qe66AvtY
11)Try make weapons. I do not like how I made them, so it will be refactor =)
12)Add test blood particles for enemies.
13)Code cleanup, refactoring and simple fixes=)
14)Change tilesets parsing. Now tilesets in level map can be in any order.(Tiled use global id for tile, that id depends on tilesets add order to map.)
15)Wall textures can be any size. So I can change wall texture to bigger texture in any moment.Also, I can use 64 and 128 sized walls is one level.
16)Add thin wall(only visual no collisions)
17)Add keys and doors.
18)Add travis(CI). Only start with it. I want to run test and made bundles in ci. For now, it downloads bob. And make headless(for test) and html bundles.
https://forum.defold.com/uploads/default/original/3X/8/d/8d635f070a65d4f9092c0cb36a72d07080d28faa.mp4