Defoggin’

Today’s progress report on Cavernoid. I only put in about 30 minutes on the train, but I was able to smartify the map defogging routine.

Previously, it took the unit’s “vision” variable and just revealed a perfect square around the bot, delving deep into the mysterious contents of the rocky outcroppings. This way, using a scout-bot, you could pretty much reveal where all the gems were really easily.

This new method keeps that from happening. It isn’t a pure ray-trace or anything hot like that. It’s just a few nested FOR loops that extend from the bot in question and only reveal the first layer of stone encountered. That way, you don’t instantly know where all the loot’s buried!

Check out the screenie to see it in action:

Screen Shot 2016-03-29 at 6.04.29 PM
^^ See? Look at those walls standing strong against surveillance.

Arnold is a Stork

On the devblog I usually just talk about my pet project, Cavernoid, but I wanted to take a moment today to highlight a goofy project that my friend Dallin and I put together one night. It’s called Super Stork II, and basically you play as Arnold, an overworked baby delivery bird. Drop the babies in the chimneys, avoid the crows, and get a paycheck at the end of the day.

I did the pixel artwork, and I’m building it in Stencyl to see if I like it. Not sure yet.

Check out the video with carpet-bombing babies!