1 comments — live from bluesky

First! A new codebase! This gives me the opportunity to add new things and reevaluate existing systems. This includes object interactions, level procgen, and behind-the-scenes stuff like room object handling and background loading.
In the new codebase, everyone is an Actor, and all Actors are capable of being pred and/or prey, needing only some glue code to run things like swallowing animations. I'm also adding support for multiprey and voreception, though this brings challenges (both code and design).
Pathfinding! In the original game, kobolds would just go straight toward you and then target random nearby points if something was in the way. This time I'm using grid-based A-star but with some tweaks to make the grid virtually invisible to the player.
In addition to chasing prey, pathfinding actors can also run from preds. This makes the world feel more alive but I'm not sure if it's "fun" to play because it becomes harder to feed kobolds to barnacles, for example. I'll probably keep tweaking this. (sound)