Game
Rogue Cadet
8 years ago

Day 103


Day 103: Today was quite productive. I did a lot of stuff. Granted it was small stuff. But that still counts! And also it’s finally the week-end. Alpha milestone is dangerously closing in…

Daily interesting stuff:

Tasks done:

  • Did some small fixes on the achievements. I realized that the one where you need to use the shield 15 times was actually set on only one use. Pretty worthless achievement then heh? So I checked all the achievement to see if they were correctly set up. I think only one other was wrong.
    The money UI would show decimal numbers. That’s weird. So I parsed the number to be an integer. I like fixes like that it’s so easy and I get to move a trello card in the todo column.

  • Checked the weapon switcher to see if it works. It does. I still played the whole run to be sure though (actually it’s just because it’s fun). I just noticed that I didn’t bind any keyboard input to it. But I already have a “check keyboard input” card so next time.

  • Fixed the weapon selection bug. It was super weird, weapon would appear to be selected after you choose another weapon. I had to go through the code for the shop and the upgrades. And frankly that’s not the best part of the code base. But I found the problem, it was due to the fact that when I create a new save I equip the default weapon. But I didn’t buy the upgrade. So I would have the weapon but not the associated upgrade. That resulted in weird behaviour. Oh and also it made me realize that you can un-equip all your weapons and still go into the dungeon… But that was funny so I left it there. I just fixed the bug so that the upgrade would also be “bought” during the save creation.

  • Checked the bombs. I didn’t used it in a long time so I feared it was broken. And it did have some unwanted behavior… There was errors when you used it in rooms that didn’t have enemies. And the UI didn’t worked at all. So I fixed that. But there’s another problem that was bigger is that the bombs can’t work in the boss rooms. Because the bomb needs the player to be in an actual room. And the boss rooms are not set up to be rooms. So future me will need to fix that.

  • Changed the logo to show “alpha” instead of “pre-alpha”. Simple image edit.

  • Added buttons to hint how to equip / un-equip upgrades. It’s just elements below the upgrade details. I did this because the input for un equip is not evident. It shows icons of the input (xbox if gamepad, keys otherwise).

  • Modified the introduction cut scene (just some letter by letter animated text) to says that you need to kill the bosses.

  • Created an end game. This wasn’t complicated at all. I used the same model as the introduction. It’s just texts that appear letter by letters. And there’s an animation to fade in / fade out blocks of texts. I don’t think anyone will see it. But now I have a complete game that goes from the main menu to the end game.



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