Been busy refining my core play mechanic for this NaGaDeMon effort – updated bits include swiping that doesn’t eat up processor constantly:
//Wait till finger comes down first before doing the touchhandler thing
function startTracking(event) {
mousePositionX = event.x;
mousePositionY = event.y;
var wtf = event.x;
canvas.addEventListener(“mousemove”, touchHandler, false);
playPlayerAnimation = true;
}
function stopTracking() {
canvas.removeEventListener(‘mousemove’, touchHandler, false);
playPlayerAnimation = false;
mousePositionX = 0;
mousePositionY = 0;
}
and a health bar using a single image and built in drawimage() functionality:
ctx.drawImage(healthBar, position.x, position.y, health_percentage, image_height);
Also content:
- Added player anims
- Monsters have hit points
- Animated hit effect when monsters are swiped
Here’s short footage of the latest gameplay:
I did bit of napkin planning over the weekend, here is my current todo list. I’m pushing for code work to be completed this week, content next week.
“Code” work:
Player character Hit points + health bar- Unique monster attributes (speed, strength,
hit points) - Level up screens and travel to new areas
- Powerups/dropped coins
- Gamestate screens (intro, instructions/help, credits, etc)
“Content”:
- New AI models (Archer monster type)
- Prettier health bar
- Player walking on/off screen anim
- Screen obstructions
I spent some time scoping out other NagaDemon projects. There’s some exceptional projects out there. I like the way this card/hex/dice game (The Domain Game) is shaping up, and also Heaven’s Shadow, which is ambitiously listing itself on Indiegogo.
More towards the end of the week…
