The following was written on November 28th 2021

I’m glad that I only scheduled enemy damage and death for this week. It was quick work and left me with ample time to implement drinking. I built the enemy mostly no problem. The trouble arose with collision and hit detection. I had thought of a few different methods I wanted to try, but none of them worked. I found a youtube tutorial that worked really well, but I really, really don’t like it. It seems needlessly complex, but seeing as how simpler solutions don’t work it might be just complex enough.

In the end I managed to make a human that take damage and knockback, both from colliding with the player and getting hit with the players slash attack. Once the human takes enough damage it dies, giving the player some XP and leaving a corpse with blood for the player to drink. There are still some bugs with the drinking code, but its mostly functional

A concern I have is that I feel like I’m always slapping band-aids on my code. Something doesn’t work so I have to add a few variables and methods to patch it up. The end result works but the code feels disorganized and disconnected. Again, it works, it just gives me an ominous vibes. a shaky foundation is never good.

Next week I planned to make the human run away from Dracula, which should be as simple as detect where Dracula is and move in the Opposite direction, but making that occur after the human detects Dracula will be difficult, especially when I have this leftover to do list.

TO DO:

  • Iron out the drinking bugs (doesn’t always execute, sometimes leaves the player in the wrong state)
  • Give XP for drinking
  • Find a better shorthand term for the act of drinking blood (Although Dracula does famously like wine…)
  • Make sure drinking renders the corpse non-interactable
  • Fix the collision code for when the two game characters bump into each other.

I’m mentally preparing myself to accept that the final version of this div III will not cross off every item on every to do list that I make. The important part is making something cool, not something perfect.