Fork the github code-base of THM.
Make sure forked THM is using 32x32 tiles.
Get some LPC tiles in.
Get an LPC character walking around.
- Get a slash/lunge animation in.
- Get a block animation in.
Set up a dummy enemy, with health.
Get the player able to damage the dummy.
Get the dummy to "die."
- Start work on amplitude-to-visibility function.
Time to get moving.
EDIT: End of Day 1. Well, 6 hours in and I have 2 LPC tile sets in and working, a character who can walk around and lunge-dash-thing to cause damage (but no slash animation for it yet) on a dummy that disappears after 5 hits.
It's end of Day 1 my time, but still very early days.
Evaluation:
I'm pretty happy with how much I got done in this first day. There was some things I had to fix with THM before I could get developing, but once that was done, I felt THM showed that it has the capability to be all that I want it to be, a good rapid-prototyping dev kit.
However I've hit a near immediate snag, I didn't program THM with support for varying frame-size animations yet, which is going to make getting the slash animation in there difficult. I'm going to have to program that in THM tomorrow.
Good night, world.
No comments:
Post a Comment