We got path-finding sorted!! I managed to strap myself into gear for long enough to bang out some solid code. I don't want to explain exactly how all the current enemies work, that would be both boring and ruin some of the magic of Doomer. In any case, rest assured, enemies no longer chase you through walls, nor do they phase through them while wandering, they don't even see you through doors. Nope, got all that shit on lockdown.
On the topic of doors, one of the newer features to be added are locked doors and traps. Locked doors are, of course, doors that are locked, they require the matching keycard. People shit on key hunts, but they can be used to prompt players to explore an environment in more detail, or to bait traps :D. Traps trap you. I feel like that's self evident.
More added Features!!!1
~Weapon Slots-- Currently a player can carry 2 different weapons, I don't think I'm going to limit the player to only 2 permanently, as I hate it when games do it for no reason. More on that later.
~Standardized Collision Detection -- Until recently, all collision detection was done seprately and manually withing each instances code. Though I woke up one morning, looked at the mess of code I had hard coded into each enemy class. All of it barely functioned, and had to be manually updated for every class every time new things were added. I then slapped myself across the face before plunging myself into my own toilet headfirst and swirlie-ing myself unconscious. After coming to, I broke collisions into a few classifications, allowing updates to be rolled out across all units far faster and more simply.
~Other Pointless Aesthetic Stuff -- I've also been working on making blood, gibs, and things like screen shake work a little better. So far I'm not particularly proud of any of it but I am working on it. Except maybe the current blood. I blundered into making the current blood look like organs and shit. I don't know if it's actually any good, but I like it. Also I added a little box that changes the main font colour of the HUD. Totally pointless, but I thought it was fun.
End of Features!!!1
So that was some odd technical whatever. progress has also been made in the more spiritual dimension of the game. The direction of both the narrative and my thoughts on world design have changed quite a bit since I last wrote on the Dev Blog, however, I think I'll write a new post about that soon. I really don't want this post to run on for years. Look forward to the next update, or dread it. . . it's really up to you.
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