Day 27 - Improved Pickpocketing
Scraptail » Devlog
Or rather, what happens if you don't pickpocket!
Some of these AIs are carrying around precious loot (sometimes loot that is required to progress the level), and so I don't want the player to miss out on the loot in case they kill an enemy without pickpocketing them.
Before, the item was just a standard pickable item that was attached to the enemy, but this doesn't work anymore for a variety of reasons; not to mention that it doesn't look that good.
So, today, besides getting a bunch of the tutorial visuals done (more on that next week!), I worked on implementing this "Loot Drop" system!
Here's how it looks:
Very standard stuff, but hey, if it ain't broken, don't fix it!
What do you guys think?
Phill
Scraptail
Status | In development |
Author | Lucerna Frameworks |
Genre | Adventure, Action, Platformer |
More posts
- Day 34 to 52 - The little thingsAug 28, 2023
- Day 31 to 33 - 3D Platforming is HardJul 27, 2023
- Day 28 to 30 - Tutorial Blockout Going Nicely!Jul 24, 2023
- Day 23 to 26 - Hard at work for the TutorialJul 20, 2023
- Day 22 - Updating the TutorialJun 30, 2023
- Days 15 to 21 - I am so happy with this combat!Jun 26, 2023
- Day 14 - Not Much Today!May 24, 2023
- Day 13 - *Easily* Saving Data Between LevelsMay 22, 2023
- Day 12 - Improving the Save SystemMay 16, 2023
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