Just a quick update, I've finished refactoring the code and it's all much neater and more modular, so new levels can be put together like lego.
I've also significantly improved the combat system. The pixel idea I had posted previously was a nice idea but it didn't work, SDL wasn't reading in colour values properly. Besides, if I ever wanted to tweak the animation a little bit and export the spritesheet again, I'd have to redraw every single pixel again.
For this reason I've created a small editor that loads in the spritesheet animations and lets you step through them frame by frame, and you can draw a line where the sword is. I'm hoping for my next game to make a similar editor to do full-fledged bone animations, that limbs can be attached to afterwards. This means I can do away with spritesheets altogether and reuse animation data across multiple actors. But that's for later.
So yeah, the player now has a nice big sword, with a long swing and a "swoosh" effect and sound. I've also made some damage animations for the crabs and found some better damage sounds too.
Next step is to create some attack animations for the crabs to make combat better on their end, and then I'm ready for level 2, or, more precisely, the sailing between level 1 and level 2.
Here is a screenshot of the sword swing in action. Granted it's not truly appreciated unless you watch and hear it, but nevermind. Also included is a better looking wave over the boat. This is achieved programmatically and the wave gently moved from the front to the back of the boat. Quite proud of it
My dad's partner asked "why are there waves in the sky?" Does anyone feel the same as her? Should I change the clouds?
"everyone forgets a semi-colon sometimes." - Phaelax