I got to Iteration 3 by scrapping some of the art and animations I had planned for Iteration 2. Those story points go back into the backlog.
Iteration 3 was a bear. It was where a lot of the advanced AI had to be implemented. I’ve never done A*. Most of my AI was very simplistic, which went with the simplistic games I’ve done before. This game was going to be different.
Or at least I hoped it would. Entities would bumble about, get stuck, and fly off the world map even though I explicitly told them not to!
I had a quick lunch which was easy to make while I continued to work.
Unfortunately, the deadline for the main Ludum Dare compo passed when I finally figured out the A* algorithm (it turned out that there was a greater-than sign when there should have been a less-than sign, which is why the entities were moving so strangely). After the pathfinding, the entities still had to interact.
I had the Hero moving toward targets it sees nearby, although every so often I see that he gets stuck in a certain tile for some reason. Enemies seem to have trouble moving to the Hero like I expect, but they find him soon enough.
But with Iteration 4, they fight!
Do you see how the Hero’s health is down?
That’s the first time it has been like that outside of arbitrary tests being conducted. One of the dragons did that! Good job, my babies!
Since the main compo is over, the only option I have left is to continue on. I can still try to enter the Ludum Dare Jam, which gives me an extra 24 hours before the submission deadline.
For now, though, I’m going to bed. These last 48 hours have been grueling, frustrating, and exciting.