Day 173: Today I have a lot of stuff to say. One reason is that I was too lazy to write all that I’ve done yesterday. Another reason is that I did a LOT of small stuff today. But now I should have the 1.0 version of the game. I tested the build many times, and I’m happy with it. Tomorrow I’ll make a new trailer. And then if I don’t notice anything while using the build. I will promote the candidate to a release version (it seems like a good workflow, except that it’s just me manually building the game over with a new name). I feel so good about this! Finally the project is over. All that’s left is some marketing. Only two work days left!
Interesting link: http://www.mapeditor.org/2017/05/24/tiled-1-0-0-released.html
Tasks done:
Managed to block the unconnected exit in a much better way. You see, before, I just took advantage of the fact that the wall tile of the other rooms acted like blockers. But that was weird. And with the borders of the dungeon I had to put some huge blocks. It was so ugly, because their texture were stretched… But the solution was actually quote simple. And I kinda already coded it. To show the exits on the minimap, I did all that I had to detect those exits. So with the same method during the dungeon generation I was able to just spawn a proper block sprite at the right position. The tricky thing was to make a sprite that blended seemingly with the walls in all occasion. That required quite a bit of trial and error, and a whole lot of photo editing. Oh and because this wasn’t enough, I also fixed a bug that I had from months. It was a stupid thing where two rooms were connected by one exit, but one of those room and an other that pointed to the same room and were somehow blocked. Then the blocked exit would be detected like a normal one. That’s because to see if there’s a correct exit, I just checked to see if the room pointed by the exit was connected. But I found that it was actually easy to check if the adjoining room add an exit that matches the current exit. I just had to check if the direction of the exit was opposite, and the position the same. And boom, problem solved.
Removed the mail subscription, it was a quick and dirty thing done for the exhibition in Lyon. It was just writing to a local .txt file…
In the input rebinder, if you were to press any special button (like pause or start) it would fucked up a lot of stuff. So I modified the code to stop the rebinding if pause or start is pressed, and to prevent the “map” button to be assigned.
Gave players the default weapon if they unequip all their weapons. Yeah because you can unequip weapons, all of them. AND it costs money to re-equip them. AND at first you don’t have any money, so you can be stuck with a run with no weapon. Not really the best way to start the game… So I made sure to at least give the player the basic weapon.
Removed the friction when the player is on a wall. I thought it would be super hard to do. The kind of thing that requires special scripting to modify the player input based on the collision. But no, I just had to create a Physics material. You can set the friction and the bounciness in it. I put both at 0, assigned the material the the ships, and BAM, no more sticky walls.
Added a “show hitbox” tip to the death screen. This feature become more useful with the new bigger ship sprites. So I thought I should hint it more.
Fixed a lot of bugs, and some a lot of small changes. There’s too many to to do a full description of each one, so instead you get a verbose translation of my git commits:
Fixed some exit data of the rooms. Mistakes were made, that would fucked up the dungeon generation
The muzzle flash is now on a layer behind the ships
Doubled the probability of having special rooms
Updated the credits to show the graphists that helped me
Adapted the hitbox and muzzle flash to the shape of the new ships
Put the life bar of the boss behind other UI elements
Set the contact damage of the harmless enemies in the tutorial to 0
Made the “press start” text bigger and flash more quickly
Bigger money text in the intergame
Changed the french head of the special power “spécial” >> “pouvoir spécial”
Made the teleport transition screen a bit bigger (to hide all the screen)
Rounded the life value in UI to the superior number
Put the dwarf ship stock to 2 (it was mistakenly set at 5)
Changed the default ships position to be at a good place in the start room.
Updated the ship unlock icons with the new ships sprites
Fixed the position of the turrets in the tutorial (they would fire in walls)
Made that the berserk power resets the fire timer at 0 when over.
Fixed the special rooms. The cadaver and beacon rooms simply didn’t work anymore… All due to breaking changes elsewhere in the code
Localized the special rooms dialog texts
Made the splash screen logo smaller. It was horrible in 1440p
Set the build icon to the logo. It fucks up the aspect ration, but it’s still better than the default Unity icon.
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