A bit of a detour this week, to create a new robot enemy. I decided I needed something that would stop at nothing to kill you with rockets. This could be a new way to make use of the destructible terrain.
This also reminds me that I had no idea how complex an isometric game was going to be before I started. I don’t think my next game will be isometric like this. I love the aesthetic and certainly I’m not done with it, but it it introduces complications at every step of the process, from deciding draw order on the screen, to (most importantly) coding A.I.
I also realized that for most of this project I’d been laboring under a misconception about the “fundamental angles” in an isometric projection. Properly, the four directions lie at 26.6, 153.4, 206.6 and 333.4 degrees on the unit circle. Somehow I had gotten this wrong early in my dev process, but it hasn’t screwed up anything major.
Things are wrapping up on this level, and then it’s on to the three final missions. Things are really on the home stretch. I anticipate that DataJack will be out this year. Thanks for sticking with it. I can’t wait to start on a new project!