devember 29th — regenerating health bars
Health slowly regenerates, and health is shown under actor sprites as a green->red color changing percentage bar vs max health. Randomized result resolution for attacks.
Next related
devember 30th — random spawning
Mobs randomly spawn, and soon becomes way to many for the engine to handle. Need to tune down spawn rate with number of mobs in play to keep the number reasonable.
Previous related
devember 28th — ruling brains
Mob brains now run a RuleSystem to evaluate their options.
devember 27th — brain and body componentized
Quite a lot more than an hour of code times a few days, but the rearchitecturing is complete. Tomorrow we can move forward again, and create more complex AI behaviours for MobBrains.
devember 26th — rearchitecturing
Everything ripped apart and moved around towards the new architecture. Still more work to be done before anything works again, but hopefully it will be worth it.