Devlog 2: First prototype build


Welcome to the second devlog of Little Night Terrors!

AI
If a Terror is within range, it will stop chasing and attack. If the player is still within range as it attacks, they take damage. If not, the attack misses and the Terror starts chasing again. Delay was added for time in between attacks and chasing. This caused caused the delay to stack up before it could do it's first attack. To solve it, I set a timer and so it check if a delay has already been added.

Enemy manager
To spawn different enemies and create enemy waves, I was in need of a code that kept track of everything. Lesser Enemies will choose a spawn point in the level to spawn. Whenever a Terror dies, the enemy manager will be notified of it's death, subtract the current in-game amount of Terrors and check if there are any more enemies pending spawn.      

Care
Taking damage will increase the sister's scared level higher. To reduce this, the player has to use their care action. This ability can only be used every so often. If the scared level reaches the max amount it's game over. The scared level is displayed in the top left corner of the screen.

Hide
Hiding spots give the player a chance to hide from a Big Terror. The player is able to hide behind any hiding spot whenever they want. If the player is in range of a hiding spot, the player can press SPACE to hide or leave the hiding spot. The player is also able to leave their hiding spot by simply moving out of it's range. This can not be done when the player is hiding and a Big Terror is in range.

Big Terror
When the player walks into a hitbox, it triggers the spawn of a Big Terror. This enemy will move to it's closest despawn point. If the Terror spots the player while on it's path, it will chase and kill them. If the player manages to go into hiding before being seen, the Big Terror will simply continue it's destined path and despawn.

That's it for this week, feel free to try out the prototype build and let me know what you think. Same thing if you come across any bugs.
See you at the next devlog!

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