Day 146: Today, it’s tuesday. I know, I said that I would be working on preparing my coding test and interview. But I realized it wasn’t fair for the employers. They want to asses me. And cramming superficial knowledge just before doesn’t serve anyone. So I went back to working on my game.
Daily interesting stuff:
Reddit post, “Why aren’t there more digital noma among indie dev?” Not much to say about this post. But it was still a fresh perspective interesting to consider.
Tasks done:
Finished the colorblind mode. I’m pretty happy of having this feature in the game. It feels cool to have a project where I actually have the time to implement stuff like that. Plus it wasn’t really hard to make. It just took some time. Having to adjust the colors and make sure everything’s alright. So today, I started by adding the finishing touches to the UI and changing the color of the bosses. Then it was the time to actually put an accessible setting in the menu. That wasn’t complicated. I just added a button to the settings pane. It just took some rearrangement of the elements. Then I did a simple script to switch the behaviour on and off. But then I realized that it wasn’t updated when in game. So I modified the colorblind mode to listens to a change event. It was super simple, and fast.
Fixed a lot of bugs found when my roommate playtested the game. Some were more minor annoyance than bugs. So I took this opportunity to improve some existing systems. Here’s the detail of what I’ve done:
There was a bug where if you unlocked the damage ship before the goldy ship, it would fucked up the ship selection. That’s because the icons were positioned according to their index. So unlocking the fifth ship without the fourth was problematic. Instead of fixing it, I changed the base behavior. Now instead of hiding the locked ships, I displays them but “locked”. I had to change quite some things, but now it incite to buy the upgrade.
Spamming the fire button could sometime, make the weapon fire more bullet. That was a weird bug. But I managed to track it down. It was due to the fact that the fire volley timer was set at the end of a function. But if there was delay between bullets, this timer wouldn’t get changed before all the bullet of the timer were spawned. So If you managed to stop the weapon, and then fire it again, it would act as it was the first time since the timer wasn’t updated. I just placed the timer update to the beginning of the function to fix this.
There was an empty room. I just found the room in question, removed the “debug” bool and activated the treasure chest. It was a simply overlooking mistake.
Completely changed the way the pause menu open and close. There was a lot of bugs, and it wasn’t really natural to use the buttons I arbitrarily decided. It would be hard to describe what I’ve done. And I already wrote a lot of things today. So you’ll have to trust me on this. I fixed it. Well at least I believe so.
Fixed a bug where sometimes the enemies would rotate in “3D”. That was because of the way I did the rotation. It was a hack where I just set the up transform to a new vector, instead of doing a real rotation. So to fix it, I did a real rotation. One that involves a Math.Atan.
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