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Sharpening the Teeth of Our Mechanical Menagerie

Day 2: Sharpening the Teeth of Our Mechanical Menagerie

Welcome back to the pit, where we teach our sorry little units how to actually throw a punch instead of wandering aimlessly like last night’s failed TikTok challenge. First thing’s first: we’ve rigged every attacker to face their target, mildly important I know. The soldiers now lock eyes on doom and gloom before they gut it.

Next, we unleashed the Melee Attack System. It’s crude, it’s visceral, it’s exactly what you want when you’re staging an undead dogpile. Each swing has weight, each hit feels like punching through someone’s ribcage… in code, at least. We’ll worry about animations later; right now, we just want that sweet sweet impact.

To keep the screen from looking like a candy store, we added logic to hide health bars when they’re full. Why clutter the chaos when perfection needs no display? Only when they bleed do those bars creep back, blood-red and accusing.

On the enemy side, our random movement on spawn got a turbo boost. They still scuttle in random directions for demo vibes, but now they burst into existence with a little hesitation—like a startled spider dropping into your Zoom call. And when they spot something livelier than background scenery, enemy target tracking kicks in, so your units can’t just run circles around static forts.

Finally, we tackled a hefty code cleanup. We purged spaghetti, refactored functions, and wrestled stray variables into submission. It’s not glamorous, but even nightmares need tidy wiring—or the whole machine seizes up.

That’s Day 2: a leaner, meaner first strike. Tomorrow we’ll finish up the game mechanic basics. Stay grim, stay grinding.

– Guts Glory Games