Game
Rogue Cadet
9 years ago

Day 139


Day 139: Today was okay. I did some stuff. Nothing was hard to implement. I still have a ton of paperwork related stuff to do, but I put it all on a post it so I can forget it and stop worrying about it. Well at least it’s the intention, in reality it doesn’t really work. But I do feel a subtle drop in my stress levels, so I guess it might be useful.

Daily interesting stuff:

Tasks done:

  • Made that the chests are open with the press of a button. Before, it was done by shooting the chest. Well I guess you could argue that you would have to press the shoot button so it’s the same. But now it’s the “A” or “Enter” button that opens the chest. It evens has an icon of the button to press when you’re close enough from the chest. That was easy to do, since I already do this for the teleporters. So I just had to reèuse the right component and modify the treasure chest script a bit. I didn’t changed the “open” animation though, it’s still a small explosion.

  • Made “gold” chests. It’s a kind of chest that had a higher value inside. I did that because the chest in the boss rooms need to have more value, but did that by modifying the base chest prefab. So if I wanted to change the chests in the boss rooms I had to modify each chest individually. Now, the gold chest are the norm.

  • Fixed the “sword circle” special power. It’s the power where you spawn four swords that turns around you and damage things. It had a big problem where when you used it the second time, the swords were placed anywhere around the player ship. That was because the swords gets deactivated when they take enough damage. And so each sword is deactivated separately. And I didn’t reset the position. So it would be really ugly. I modified it to reset the position and the rotation of the swords each time the power is used.

  • Added some stats to the death screen. I thought just displaying the money made was meh. So I added some stuff. Now there’s the number of enemy killed and the time duration of the run. And of course the high score value for each is also displayed. As often, making the system wasn’t hard. But displaying it was a bit more challenging. I’m not super happy with the result. But I think the overall stats motivation gain is more than worth it.

  • Prevented the player to play with an overloaded ship. I kinda did this from the start, because you can’t equip an upgrade that’s too heavy for you. But what I didn’t took into account is that ships have different maximal weight and that upgrades configuration stays the same. So if you had a ship with a maximal weight of 150 and a weight of 100, and the next run you take a ship of maximal weight of 90, then you would be overweight. Now in this case, a pop up shows to tell you that you’re overloaded, and you can’t play the game until you have a decent weight.



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