Devblog #1 - When Bugs Turn Into Features!



Hey everyone, and welcome to the first official devlog for Oni Hunters!

Today, while implementing the minecart-riding feature, I realized it was high time I shed my procrastination and kick-started these devblogs for the game. What better occasion than now?

Throwback to Donkey Kong Country 2

One of my main inspirations as a game developer is the iconic Donkey Kong Country 2. From its intricate level design to the captivating music, it holds a special place in my heart. Remember those thrilling minecart levels in DKC2?
I wanted to bring a slice of that action into Oni Hunters. And with our first town being a mining hub, what better place than to introduce some snazzy minecart action?


Behind the Code

Technically, coding the minecarts wasn't too demanding. I crafted a unique behavior for these carts that allows them to override the game's standard collision system. Instead, they actively check for the tiles in front of them, deciding their movement. If they find a cart track tile, they continue moving forward, otherwise, they try to turn, and if not possible, they just stop.


The real challenge? Those tricky track switches. For the uninitiated, these are sections of the track that can toggle between two directions using a lever. Without going deep into train terminologies, think of it as sections of the track that allow for a change in direction, but there's a catch. Players need to operate them from outside the minecart, meaning foresight and planning are crucial. I adjusted a portion of the minecart collision code to enable this. If a minecart finds itself on a switch tile, its direction will be decided based on the current state of the lever.

The Unexpected Surprise

But here's where it gets interesting. While testing these minecarts, a funny bug made its appearance. Oni Hunters lets players switch control from the main character to their tamed monsters. On a whim, I tried having a monster interact with a minecart, and voila, it worked! My monster was cruising in a minecart! It was a moment of pure, unscripted joy.

Given how seamlessly this bug blended with the game's monster control mechanics (which already supported letting monsters wander off away from the main character to different maps entirely), it was a no-brainer. This 'bug' graduated into a full-fledged feature.

Looking Ahead

In conclusion, this happy accident has sparked a world of ideas. I'm now toying with designing puzzles that require both the protagonist and their monster, each riding their own minecart. The possibilities are boundless and, dare I say, a bit epic.

Stay tuned for more behind-the-scenes peeks, and as always, happy gaming!

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