Today, I gave the Crevis website a facelift by changing most of the fonts and colors.
Aside from that, I worked heavily on fixing the mechanics of block breaking. Previously in Crevis each block would be loaded with variables:
Each block had many variables that I had to put in by hand. The more variables that I was required to enter, the longer it took to create blocks, making content harder to push out. Now, there's only one block variable, which is the id.
Because the system is very versatile and flexible, it uses less memory and it only requires one variable from the block. This is very good for speed and means that content can be pushed out at an incredible pace. I have been working on a block breaking object that can be assigned to blocks so that there is no need for the 'index' variable. It has been proving quite difficult, and I will continue to work at it.
Until next time!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.