Hello hello! The Survival Update has been out for 2 weeks as of writing, and I'm already back with another update plan. Allow me to go into specifics.
The release of the Survival Update was one part satisfying for me and another HUGE part disappointing. A full week of squashing bugs seemed to prove fruitless as it ultimately shipped a broken mess (slight overstatement; it's playable but horribly janky).
Development of Fissure began a shockingly long time ago. When it began, I still sucked at coding (or rather, sucked MORE) and wrote some flimsy base systems for the game to work off of. This ended up biting back at me in the future, when most of the code I was writing from looked completely bizarre and alien to me. What on Earth was I thinking!
For that reason, I come to you with an update that aims to fix the bugs of the game and make overall gameplay more satisfying. This is less of a content update and more of a mechanical megapatch. Details below.
Content
Overall Rewrite of Code (The "Purge")
Let's get the most tedious and time-consuming one out of the way. My code sucked BAD. I plan to rewrite most, if not all base systems from the ground up to fit my more polished coding style and save up on the game's performance.
"World" script rewrite
The World script is responsible for 99% of logic related to how the game's map works. Standing in at over or around 2000 lines of code, it's a total mess to read through.
I plan to start the World script over, switching tile data from being represented by nothing but a number to a more complex but still performant data structure that supports things like block health (so tougher tiles take longer to mine), data tags (a more complicated version of the Tag system I have now), and custom behaviours.
I also plan to overhaul liquid so it doesn't spread infinitely.
Item overhaul
The Item script is incredibly simple; a ScriptableObject that cannot be changed or altered at runtime. But that's lame, so let's expand on it.
I plan to expand items to a data structure much like with tiles, supporting things like item durability, custom tags, and more. Cooking items will evolve from handmade and simple items to items that are generated by the cooking system (supporting near-infinite mixing and matching!).
Player overhaul
Have you ever gotten hit by an enemy, and rather than getting knocked away from it, you got launched straight into the air? Well, I must admit that was a mistake on my part. And have you noticed that the player's different parts aren't animated at the same time, making them look like jello? Also not intentional. How did I get away with that-
I plan to COMPLETELY rewrite the PlayerController script from the ground up. I'm deeply dissatisfied with how it works, and I need to adjust it considerably to make it feel more satisfying to play. Even small things like how they behave in water could be improved drastically.
Entity overhaul
Have you ever had moments where it seems like NOTHING is spawning? That's because my EntitySpawning code in the World script is very gross and yucky. Let's change that!
I plan to fix the way entities spawn, as well as make their AI less janky and more fun to play with. I may even add a few more entities to the game as a bonus...
Other tweaks
With way too many scripts in the game, there will be a lot to change. I'll scour the game's scripts for every last bug I can find!
Additions
Item durability
Endlessly mixed food items
A Recipe Book for the cooking menu
Redone UI
Drawing armor onto the player sprite
This update will undoubtedly take a long while to release, but I don't want to release any more buggy messes. I'd like to make a game that people can enjoy, including myself. I'll post updates as I progress! This update is being worked on while I'm assisting with another game's code and level design, so that might make it take longer...
Goodbye for now, and thanks for reading!
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