Way of the Samurai


I've been seeing a LOT of content floating around showing off the Way of the Samurai games, and I'm figuring it's because that's what algorithms are meant to  do is serve me content I'm interested in.

That said, it's been nice to see reminders of how and what I'm aiming for in the design of Warden.

I should mention that I've been giving the character and art so far some thought and maybe the name of the project as well.

For the time being though, I am leaving that well alone.

I've been rewriting major systems still, the flyers are a pain in my ass but I have crawlers, the regular npcs are done and I have pillboxes now.

Pillbox being an emplacement that attacks the player at range, crawlers being critters that crawl the perimeter of a platform, cliff, etc.

It's daunting to see the breadth of the scripts I've been writing, and I'm having a lot of trouble keeping ahead of it.

I can't imagine shifting dialogue systems at this stage as it would mean having to reformat the whole of all  my scripts, and with Nathan Hoad's system that means keeping to a strict syntax for conditions, variables, etc.

Although switching away from Hoad's system would open doors and options quickly, despite the work, even if automated, to port the dialogue trees to a new suite.

Any how, figured I'd wax lackadaisy for a moment to show I'm still here.

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