I made two typos when I wrote the title of the blog, and two more when writing this – make that three -, so I’m going to call it quits for tonight.
Oh, but PROGRESS IS MADE.
Anyways, quite a lot of brooding over how to deal with different grid sections and how lights themselves work with them – got a lamp class working, which means I could experiment.
The general idea is that, when loading a stage or whatever (Still haven’t decided how to make it work for this weekend – probably going to be a “You’re locked in the basement during a full moon – can you survive the night?” scenario, I think – with monsters assaulting you in waves spawning from light/dark sources, or in a worse case, just trying to get out, and having to solve lighting problems, I guess), the grid of parts that make up the background are calculated (Might be generic personal setup), for what lights hit what areas, then if the lights are effected, they may affect that area’s coverage.
So if a light is destroyed by attacks, for example, it would make everything it affected darker, unless there was another light there. If two lights are weakened, and they cover the same area, the light will drop in that area, but not to full darkness.
Right now, the game let’s you click as if you were turning on a switch, and then the light would turn the one piece of grid I have right now on. Technically, it’s getting the rendering, and not actually hitting a switch…but yeah. Basically, the light is already attached to the box, and when you click, it goes through the process of assuming something’s happen to a light, and re-does the grid (Yes, of 1 right now – full grid later) – if a light is on in that area, and isn’t broken, then it lights up that area. Right now at full blast. But yeah, that’s level design. Tweaking. Comes later. <_<
I believe I covered enemy spawning before, but a bit more on that (It’s relevant):
So they spawn in pure darkness or pure lightness, and then follow you out. I’m thinking this will be done in game by, every quarter of a minute, say, it choses a grid section as mentioned above. If it’s pure darkness, it’ll spawn a dark enemey, if it’s pure light, then a light enemey, but if not, won’t spawn an enemy.
Quick enough I think to do – so once I get the lights fixed that comes after…
The player character. Still have to do that. Right. Also, probably sounds – though that’ll come last.
But with regards to the player character, we kind of need him before we spawn the enemies. Probably’ll be a box for now when I get to him, and then he’ll shoot lasers (Perhaps into the narrative as his laser guy toy and the enemies are his imagination run amok? Afraid of the dark, alone? Works for me.), and some basic physics (Single button jump ala Super Mario Bros., I’m thinking.). If he shoots them, they die. And then another wave of enemies comes in.
If I have time, that’ll be important – I think I may be able to fit in something about if you hit enemies from behind, you’d get extra something – something that goes along with the Bonus Board idea I originally brought up way back in my first post for this Ludum Dare competition – but that also requires me to use that automatic drain, and I still don’t know what to do about that thematically. Probably be scraping these two.
Hope you enjoyed my epileptic blog post for the day!
P.S. If you’re looking for the final code so far, here’s the source:
http://www.sfu.ca/~ajr12/LudumDare22/LudumDare/Source/