Day 11: Level Design and buggy AI

I'm humbled by all the support on my art and game dev journey. Everything that's leading up to the release and end of the game jam has inspired me to continue learning. I hope I can keep this up!

This was a very productive day, but also my most extensive day. It was mostly building out the game and not just centered around art. I coded some buggy enemy AI that allows the salespeople to follow the player around once they are in range, and then they patrol back to their original location if you outrun them. I’m thinking about just keeping the survivors-style game where they follow until they push you down. Since the goal is to find all the coffee mugs and challenge the CEO for a promotion, it should make for a fun little gameplay loop. Also, TONS of support from everyone. Thank you so much for hanging around for my development and learning. All the raids today and the support make it feel worth it; I hope everyone is enjoying the content. Thank you!

What I learned on day 11:

  • Collision and enemy AI is still the hardest thing for me to code
  • Skeleton animations are cool, but they are complicated to make them perform right without some proper training.
  • I need to learn how to transition the animations and create an animation state machine, otherwise I’m in for a very buggy game.
  • I learned how to use the attachment system which means I need to get cracking on some new facial expressions, heads, and hair styles for the characters to swap them out! It’s a lot of fun carrying around the logo, haha!

Screenshots from the live stream

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