Monday Map Out - 01/12/2026
I know I said that creating a simple UI was the most pressing coding concern for this week. However, something even more pressing came to me during my morning “coffee and meditation” time:
How do I handle enemies in an infinitely-scrolling level?
When I implemented the endless level in Just Beneath the Holler’s first version, if an enemy was chasing Zel, they wouldn’t teleport with her when she was insta-yeeted across the map. Instead, they flew off into the inky blackness of Off The Screen. That hardly maintains the tension I want for the combat system.
I need to define enemy behavior when Zel teleports. Ideally:
- Enemies will only teleport with Zel if they’re on-screen (or very close off-screen).
- They will teleport relative to Zel’s position, keeping their same motion/direction.
- They will also remain in the current state in their finite state machine.
If I’m going to hit the May 4th deadline for my combat prototype (that’s only 113 days!), I need to make sure the combat is rock-solid. So, I’m shifting this week’s priorities. The goals for this week are now:
- Implement enemy teleporting with the parameters above; and
- Finish “Silver and Gossamer”.
Both those should be doable, now that I’m in the rhythm of getting things done early in the morning, before work. We’ll see on Thursday just how doable it actually was.
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