
Last week we got collectables going and a tiny bit of (not yet perfect) UI that shows both your coins, your equipped item, and that item's ammunition (if any).
Collectables have a bit of magnetism about them and will vacuum into the player when they're close enough, because it's 2019.

Enemies drop things, including coins and bombs (which have a separate 'collectable' icon so as to not confuse them with live bombs).

It's not demonstrated perfectly here given this particular slime refused to pick anything else but its "one coin" option for drops, but the dropped items (Whatever they are) spread out in a neat little radial pattern using a simple script. It's stuff I've done before in "Life is Short" but written that little bit cleaner.
The bulk of the work left to be done on this project includes:
It sounds like a lot, because well, it is. But we are getting through to the final stretches and it feels like the pace is picking up as I'm finding a groove with the general structure I've decided to go for. The only real questions I haven't yet answered for myself code wise are about the persistence stuff and the best way to go about it. In PokeyPoke I use a system of giving certain entities a memory which then allows them to save ds maps about themselves. Does this game require that? At this scale probably not but would it if it were to scale up in any meaningful way? Perhaps? Is there a better way? I'm not sure yet. But I'll have to decide soon!
In other news, my rope swinging video, a tutorial that was selected by you guys some time ago, now has full English sub-titles!
https://www.youtube.com/watch?v=2prKyETuTaA
Huge props to Stephen Rose here on Patreon who supplied the transcription work!
-S