Game
Rogue Cadet
9 years ago

Day 102


Day 102: Today I finished early and did some grocery shopping. It was time to it, we were running on scrapes for four days… Oh and I decided to end the sprint today. Because I finished the content. And since I’m one day late on planning, I don’t have time to do all the polish before the end of the sprint. So I’m ending it now, and I’ll work on a micro polish sprint friday and Monday.

Daily interesting stuff:

Tasks done:

  • Made the last two bosses. I actually took the first boss and said it would be the third. Then I made an easier first boss. Doing the last boss proved to be more challenging. It’s hard to find good patterns and not doing the same thing over and over. I played Don Don Pachi to get in the SHMUP feel. But all that did was make me realise I really don’t have any particular talent for this kind of stuff. But I still managed to get something decent that should give players a lot of pain (mouahahahaha)

  • Implemented the bosses in the main scene. That required a lot of things. First I had to put the bosses’ rooms in the scene and far from the dungeon. That was easy. Then I had to create dungeon rooms that would hold teleporters to the bosses. That was long. Then I had to fix a bug where when you beat a boss it would save it like a hundred time (int added to list). That was relatively quick. Then I had to fix a bug where the bosses wouldn’t shoot any bullets. It was like they were on strike! They were moving but no shooting at all. That’s kinda disappointing isn’t it? So I adjusted my debug hat (which I already put on for the save bug) and jumped onto the code. After a few troubleshooting, I found out that it was caused by a simple assumption made in the enemies codes. There it required that the enemies are created after the player. And that’s the case for all the enemies. Except the bosses since I “hacked” and put them in the scene directly. So I modified the code to take that into account. Now if the enemy is created before the player, it falls back to another solution.

  • Implemented some treasure rooms. I just took the rooms where I already put a lot of coins, added a chest, and marked it as a treasure room. It was still a lot of grunt and boring work, but I did it fast.

  • Put some destrucable barrels in rooms. I had like 10 minutes left before the hour I wanted to stop working. So I did this task really fast. I took random rooms and put barrels at random positions. I have no idea of the consequences of this. But since none of the gameplay is tuned, it shouldn’t be that important.

Sprint end: This concludes the content sprint. It really made the game alive. Now there’s stuff everywhere. It’s not just all running in my head anymore! I hope that it’s enough to portray the game efficiently.

What went wrong:

  • I’m a day late. I was late during all the sprint, and I never managed to catch on.

  • I have a TON of stuff left, and I’m not sure the next sprint is going to be long enough to cover it.

What went right:

  • Not much motivation problems this time. Everyday was productive even if it wasn’t really intentional.

  • I think I have a lot of content. If I manage to polish that to a decent level, I’ll have a good alpha. Maybe event closer to the beta than I thought.



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