Day 105: Today was half nice, half boring as hell. This is due to the tasks that I’ve done. Don’t worry I’ll be ranting about it in detail just below. Other than that, I don’t have much to say. Except maybe that the cat we’re keeping is completely crazy. It keeps yelling for attention all the time…
Daily interesting stuff:
Reddit post, new AMA from the video game layer. This guy’s awesome. The whole post is full of cool stuff.
Reddit post, asking help for portfolio. This post had potential, but nobody read it u_u.
Tasks done:
Checked some achievements. When my roommate playtested the game, the achievement where you have to have a killing spree of 10 enemies was unlocked really fast. So I checked to see if it was really 10. It was. I also changed the achievement where you need to kill 50 enemies under 5 minutes. I raised it to a hundred enemies.
Made that the stats UI of the tutorial was under the death screen UI. It’s again a simple fix. That’s what I did all morning. It was cool to fix easy bugs.
Made the potions bigger. Because of their size, it was hard to guess what it was. So doubled the size. I tried a bunch of methods to automate the process (because of Unity lacking nested prefabs). But in the end it was faster to do it by hand. Even if it was repetitive.
The special power UI showed a float. This sometimes lead to weird behaviour. Like having -0.115484e-6 / 100… So I fixed it.
Modified the dash power to make the player invincible during dash. By seeing someone play, it was clear that being vulnerable while dashing was unfair. So I changed it.Fixed a bug with the mana potions. When you got one, your mana was replenished but the UI wasn’t updated. Fixing it proved to be a tad harder than I thought. I decided to go for events. Now taking a mana potion raise an event and the UI listens to this event.
Fixed a really bad bug where the second boss wouldn’t move! That was weird because I tested it before. But when I looked at the code I understood that it was a problem I encountered before. It made the assumption that the movement code would be created after the player was created. So I modified it to have a fallback when it wasn’t the case.
Did the same thing for the player detection of the bosses. It had the exact same problem. I fixed it too.
Was enable to fix two bugs. First a weird things happen where the enemies that go toward the player would rotate in 3D (on all axis instead of just Z). This is weird since it happens at random! I can’t tell when the rotation would be normal or weird. I kinda know how to fix it but the effect isn’t so bad so I’ll get to it another time. The second was much more bad. Apparently one time, the teleporter when you beat a boss didn’t teleport you back. In fact it left you in the boss room. So you were blocked in that room… I tried many things, but I can’t reproduce it. I checked the code and I don’t see how it could happen at all…
Started working on the trailer. I forgot how I loathe this. It’s soooo slow. Just the first text animation took like an hour to do. For three second of video! That plus the screen capture. It’s a nightmare. And it stills looks cheap! I’m really not cut for this. Thankfully the plan is the same than for the pre-alpha. I just try to fix the mistakes of the previous trailer. But I’m not sure if I’m not making as many mistakes while doing it…
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