This weekend's progress:
+ Added the sewers entrance scene with Murray
+ Added boss type enemy death (type A)
+ Improved collisions for the sword magic attack
+ Redid the entire general enemy collision system again. There are now two main ways to check collisions (depending on the enemy parameters). This allows the character to walk a little behind most enemies without making contact. This should (hopefully!) make the game a little bit more intuitive.
+ Tweaked the buzz blob / cukeman stats
+ Again improved the efficiency of the enemy projectile movement scripts
I'm a little worried about two thing right now:
- My game is starting to become a little slow so I've been prioritising efficiency more lately. Still, I'm worried about this. Maybe I messed something up in the last couple of weeks
- I'm also really anxious to find out how the new collision system will be received. I've spend a lot of time on it and the logic is there, but I needed some time to get adjusted to it myself. Just hitting a sprite is no longer enough for a collision. You now also have to take the "third dimension" into consideration.
BTW there will be probably be no progress next week because of an upcoming SAS programming exam.