Since the last devlog there were 5 commits between 2019/03/08 and 2019/03/13, totaling 56 commits. I have worked 20 hours during this period, bringing the total to 142 hours. Yes, this devlog is released over a year late. Playing fetch is fun, but lack of pathfinding turns minor obstacles into insurmountable ones. So I went down the rabbit hole studying how to implement one. Tiled based games (which this is) often use a simple A* algorithm to search through the tiles.
Since the last devlog there were 17 commits between 2019/02/26 and 2019/03/06, totaling 51 commits. I have worked 39 hours during this period, bringing the total to 122 hours. Shaders This time I took a bit of a rest and did something I was itching to try for weeks: shaders. They are programs that handle the actual process of putting pixels on our screens. Most 2D engines abstract them away and there’s mostly no reason to touch the actual shaders.
Since the last devlog there were 13 commits between 2019/02/16 and 2019/02/22, totaling 34 commits. I have worked 35 hours during this period, bringing the total to 83 hours. This one is entirely about messing with AI, iterating and refactoring the approach. Initial Approach It started with basic xml Behavior Tree from the last devlog. First thing I did though, was updating Haxe to version 4 Release Candidate, in preparation to using inlined markup.