Time elapsed: 24 hours
Got the first monster in the game. It’s a… rat… I guess? I dunno, use your imagination. Here’s a video of me exploring a level, encountering a few monsters.
About 18 seconds in you can see two rats moving in their rooms. They move similarly to the player, going around in a circle, but have a random chance to pause and bite. You’ll see that in the lower one when it flashes red.
The idea is that the player can move into the space occupied by a monster and, if the monster is attacking (red) the player will take damage. Otherwise the monster will get hit.
These rats are pretty easy, though, so I took care of them all without a scratch. When the player attacks the monster the background flashes yellow. And since the rat is so weak, it dies and is removed. When the player gets hit, the background flashes red and the player loses a hit point.
I also added some ways for you to influence the player movement. Click and hold the button to pause the player movement. If you hold long enough (3 sec) then the player will switch directions. You will use this to approach enemies strategically. It will all be about timing and positioning.
Also, when moving between tiles, I made the game briefly show the player in the outside tile before resetting back to the center. There’s a brief pause too. I think this feels less jarring than having the game switch instantly.
The github page is here if you are adventurous. You’ll need to compile with the latest version of Bruno’s custom lib.
In the video, you might notice some of the tiles blink off and back on. I’m not sure what’s causing that. It’s almost like the face value is getting corrupted between the tiles, but I haven’t investigated yet.