I fell off the map for a bit again; I ended up being much more busy than I could have expected, and, as a result, Vagus took a back seat.
While I wasnāt working on Vagus directly, I was keeping it in the back of my mind. Ā I tried to solve some of the glaring problems I was running into, but the only viable solution I found required that I start again from scratch. Ā As much as I like the idea behind Vagus, I really didnāt feel like restarting the whole thing. Ā Iāll most likely return to it eventually, but for now Iāve decided to move on.
So for the past month and a half or so, Iāve been planning out the project that I started just last week: Sketchtroid (Itās a placeholder name). Ā Sketchtroid is a top-down arcade-y metroidvania with aĀ āsketchyā artstyle (basically, I plan in hand-drawing everything with a tablet). Ā I wonāt go too far into design at the mo. Ā Each mechanic and design decision Iāve made will be covered as I implement it. Ā For a general roadmap of the project, check out the repository on GitHub.
As of now, Iām working on the code relevant to the core combat of the game: Entities, Abilities, Statuses, Bullets, etc. Ā I plan on discussing each part of the system, as well as the system as a whole, as I build it. Ā Some parts, like Statuses, Abilities, and a small class called a Stat, are already done, so expect posts on those in the coming days. Ā The entire combat system should be done within the week (should be).
After I have the combat core done, posts should get considerably more interesting as I move out of pure code.
Iāll be back tomorrow to talk about the Stat class!