Summary:
In which more enemies are prototyped; enemy prototyping may be done (for now); an extant foe is made more flexible; "wildlife" is reworked; the final boss sees development; the design-doc is updated; a bug is fixed; and maps become more consistent.
Greetings and salutations!
This week's screenshot shows another new enemy, once again with prototype art:
The week just past was a fairly busy one, I feel!
As with the week before, the week just past was largely dominated by the prototyping of enemies.
And indeed, I believe that I implemented five different enemies in that time! (Of varying degrees of complexity.) The majority of these were made for the Seasonal Moons--including the centipede shown in the main screenshot above.
The one enemy
not made for the Seasonal Moons was instead made for the final boss sequence...
And with that... I think that I have the game's enemies all prototyped! 0_0
(At least those that I currently have a firm intention of including: there are a few that I
might include, and there is of course the possibility that more will be added at a later point.)
Furthermore, in the week just past I made some changes to an extant enemy: the "Cursed Skeleton".
You see, I've been thinking of making a recurring miniboss of these foes. Now, as they were, they wouldn't have been all that interesting in that role: they had a limited set of abilities, the repetition of which wouldn't be terribly engaging, I fear.
So what I've done is to rework them, making their abilities more modular and flexible. This allows me--I hope!--to have each be a somewhat-unique miniboss encounter.
I've thus far put together three variations, plus one more that's a work-in-progress; here below then you should see two of those variations:
Remaining with creatures, I also reworked my handling of "wildlife": those harmless creatures that might be found about the moons.
In short, I've made these a single base-class, with functionality for a given moon (or other such location) to construct and customise them, within limits.
This should simplify their inclusion, and obviate making a bunch of little, similar classes for the various wildlife creatures of the moons.
I mentioned in a paragraph above the final boss sequence, and indeed, more work was done on that part of the game--including on the final boss itself! Both in concept--the figuring out of (some of) what I want for the fight--and in work towards implementing it.
(But again, I intend to remain coy about the specifics.

)
And finally, I made a few minor changes during the week just past: updates to the design-doc; the fixing (I hope!) of a bug related to the "death menu"; and a tweak to the presentation of the map--it now has a backdrop-circle of constant size, regardless of the size of the location.
That then is all for this week--stay well, and thank you for reading! ^_^