As per in-class feedback, I modified the bullet hell section so that player damage is more obvious, as well as introduced a results screen when finishing a battle (it determines when to appear by checking if any objects of the Parent Enemy type exist). I also created a main menu page with a functioning selection box, as well as a pause menu with the same. Finally, I created a small overworld with grid-based 4-directional movement (including a dash function), as well as scene transitions between rooms and menus. This overworld will be refined moving forward.


With regard to the player’s movement: I had long entertained the idea of a grid-based game, since having everything on the map be on a consistent grid makes determining collision events with terrain a breeze. After all, when everything is measured in 32×32 boxes, you need only determine which 32×32 boxes the player is allowed to walk on, and just like that, collision is sorted.
To accommodate this, the overworld player object uses four Paths to move around, each of which moves the player a fixed distance in a certain direction. Entities with movement paths may become an issue down the line if I continue to use my current system for player movement, as it only checks for collision before allowing the player to move, and does not account for things moving into the player’s path after the movement has already started. However, that should not be an issue for this particular demo, as I do not plan to have anything of the sort outside of potentially a cutscene.
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