Now with Collision Detection
This post is one in a series that is cross-posted from the Ludum Dare competition that took place August 8-10, to make a game in just 48 hours.
Ended up on the phone for about an hour, and went to the grocery store for a few small things. Came back and made homemade salsa.

The game is coming along. The lines that make up the tower all behave like walls, and the staircases finally behave like staircases! Meaning that you can use them to get between floors. This is great progress, and I’d be really happy if only I didn’t know all the hacky stuff that’s going on behind the scenes. I’m actually thinking about writing some unit tests for the collision and game logic code, since it was a really touch and go process to get the stairs working correctly.
My dog is dying for some attention, so we’re going for a walk, and I’m going to consider what to do next. The easiest thing would be to add items to pick up (keys for locked doors, I’m thinking). But the most technically difficult would be enemies patrolling the floors, since it’s entirely turn based at this point (I only draw when a key is pressed). So I would have to add an animation thread to get something moving on its own.