Sunchasers Developer Diary #3

Week 3 already, how 'bout that!

This week felt like a slow one because I wasn't able to get to much beyond the slow slog of creating the actor template spritesheet. It's coming along rather well now that the arduous walk animations are done, but I still have a few key animations (laying in the chair, suffering a full bladder or an empty stomach, winning the game, and losing the game) to finish before I can start actually painting on top of the frames with the actual character art.

With any luck, by next week's build the actor template should be finished, and I'll make some headway on the actual character art.

Current version of spritesheet

Despite the focus on animation, there were a couple of interesting changes from the actual in-game side of things too (I basically found things that needed fixing just to break up the pixel-plotting).

First, and most notably, I've taken a suggestion from good friend Christian Bech and added in rudimentary touch / click controls. Clicking on a chair anywhere on the map will direct the player to that chair (though he won't sit in it yet). This is cool for two reasons:

  1. It wasn't nearly as hard to implement as I expected, which was a happy validation of at least some of the architectural decisions I've made vis-a-vis the codebase, and, more importantly:
  2. It paves the way for an eventual mobile release. There's obviously more to a mobile version than just adding in one set of tap behaviour, but it's a necessary step towards creating a mobile version.

I've also started implementation on a couple of new enemies and enemy behaviours, and fixed a bug wherein enemies could walk over top of chairs. Neat!

Tune in next week, when I'll hopefully have some good news regarding player art and the build will look a little better.

Want to give it a try? Click here to play today's release.

Also, the git tag for this release is available on GitHub.

And here actual changelog for this week's build:

  • Finished major animations in actor template spritesheet
  • Airplane / skydiver implementation. Not actually triggered in-game :/
  • Tap / click input for moving around
  • NPCs can no longer walk north or south when a chair is in the way.
  • Started work on AI that is more likely to target the player's chair the longer the player has been sitting there.

Thanks again for going on this journey with me, hopefully you're having a good time! As always, let me know if you have any questions, ideas, embarrassing stories, or confessions in the commments below.