Devember Day 28
Fourth days left of Devember! I'm kind of glad, since I do feel a little burnt out of game development at the moment. I will likely take a break from TM495, and programming entirely, for at least a few days in January. Although, it will be tempting to google all of the things which I've wondered about.
I didn't get a ton done in the past hour, but a few little things. First I made sure both trees and entities dropped by them are not generated outside the level bounds. I also made it possible for the player to always be able to walk between the edge of the level and every tree.
Then I added a bit more functionality for axes, giving them their own class. So far, each axe knows what type it is, how much damage it deals to trees (maybe I should call that sharpness instead of damage...), and how long it takes to recover from a swing. I thought about adding a durability to each axe also, but I don't think I will. I'm thinking that the game will be less of a survival/gathering game and so durability might take away from that. Who knows though, it may end up being a feature if I change my mind in the future.
Earlier today I pushed the most recent version of the game to my website, and when briefly testing it I noticed that I was able to click the play button before all of the textures had been loaded, which resulted in an exception being thrown and a blank game screen. So tonight I attempted to prevent that from happening by first entering a loading state. Once everything has been loaded the loading state transfers control over to the game state. I'm not sure if what I did worked, and it's especially hard to check since I don't have internet.
For those wondering, TM495 is currently sitting at 1121 LOC, all in one file. And as always, you can see the repository here.
Here's what it looks like when you generate a level with a height of 5 and 220 trees, and then sprint back and forth with an insta-chopping golden axe.
That's all for now, I'll be back tomorrow though, peace!