Game
Rogue Cadet
8 years ago

Day 62


Day 62: Today I finished early. I had to cut some feature, but I have a solid version for IndieCade! Tomorrow, my bus is at 07:45 so I kinda want to go to sleep early. So this time I’ll really try to be brief. Today I:

  • Sent the trailer link to the IndieCade organizers.

  • Deleted the changes made for the trailer. Because having a starting room with way too much monsters might not leave a good first impression.

  • Made that the show hit box feature works again. I just completely forgot it, and I didn’t added it back when I changed the player ships. So I added it. It looked better on the experimental Unity version, but that’s marginal.

  • Fixed the bug where if you press space to launch the game, it would also shoot a bomb. All I did was too listen to an event before activating the bomb script. I actually got it all wrong and didn’t test it before encountering another problem. But I made it work in the end.

  • Added sounds to the weapon cooldown. It plays a sound when you enter cooldown, and another when your weapon is ready again.

  • Changed the gamepad controller UI. Before it was a static image made with an xbox controller picture and some text over it. This time, I used free icons and used a better font. Also I did it all in Unity so it’s responsive and can be changed easily.

  • Changed the font used in all the UI of the game. It was still Arial, and it was ugly. So I used a pixel font instead. I also made the main UI (life, mana etc…) responsive. It’s not perfect, but it’s better than before.

  • Rounded the number showed in the shop UI. Because knowing that you have 5412.666666$ is not really useful.

  • Changed the power of the barbarian player. Before it was heal. Now it’s berserk. You’re bigger, and can shoot without cooldown. I wanted to raise the fire rate, but the bullet fountain code is too isolated to do this easily and gracefully.

  • Added some treasure rooms. It’s like enemies config, except instead of being full of ferocious monsters, it’s full of shiny gold coins. This add diversity and rewards, so that’s cool.

  • Coded a way to reset the game. Now when you press “Escape” the game is completely reset, only the high score is not erased. This will enable me to give every play tester a fresh start, when I’ll demo it friday.

  • Tuned the hitbox reduction upgrade. Because before, it allowed the stealth ship to be invincible since the size was too close to 0.

  • Tuned the game. I modified the cost of items. Make some enemies weaker. Drop more money. You know that kind of stuff.

  • Did some QA. I played the game. Corrected the stuff. Play the game again, corrected the game etc… (break on time limit to avoid endless loop).



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