Game
Rogue Cadet
8 years ago

Day 69


Day 69: Today I don’t have anything in particular to say. That’s weird. Usually I find something to say anyway. So I guess I’ll just have to use fillers. It was a bright day today, so I had to open my shutters a bit less. Because light reflects on screens is horrible and it hurts my eyes too. I’m almost out of coke. Thankfully my roommate brought some when he came back from school. Can you imagine if he didn’t? I would’ve had to not drink coke for at least a full day! Unthinkable! Ok, I think I wrote enough useless things. Today I:

  • Separated the special powers from the ship object. Now they live in their own prefab just like the weapons. And they’re instantiated by the player at start. I also switched from an interface to an abstract class for the powers. It seemed more practical, I don’t regret this decision (at least for now). I also jumped on this occasion to remove the Bomb from the powers. Because I had an ugly isBomb boolean in the power class. Ok that completely broke the bombs but I planned to work on that today too. Oh and I removed the ugly singleton uses in this class. It was mainly leftovers from the old ways to communicate with the UI.

  • Made the bombs work again. With all the recents changes, bombs didn’t work anymore. So I fixed that. I also modified them to fit the new design where there’s actually just one bomb feature. It means that there’s not multiple bombs config, just one. But it can be upgraded though. So I did the opposite of what I did with the powers. I deleted the multiple prefabs I created a child object in the ship. It works well and remove bomb code from the ship code.

  • Did 6 special powers. Now that the base code is setup, I have to actually code each power. Some are trivial, but some are really hard to make because they have influence on stuff that isn’t accessible. Since I’m a bit short on content today, here’s a list of the powers I implemented:

    • Shield. The player is invincible for a few seconds thanks to its shield. I just had to adapt the power to the new code format.

    • Berserk. The player becomes bigger and can shoot without cooldown. Again just adapting existing code.

    • Slow time. Self explanatory. Also something that I did for the pre-alpha.

    • Heal. Heal the player. It was also an existing power. But I modified almost all of it (it’s really small).

    • Dash. The player “jumps” in the direction where he’s going. This was easy to make. I just had to get the player movement component and multiply the speed by a value then after a time I set the value back to normal. Where it was tricky is that I had to tune it so you can’t end up in a wall or something. Also I’m not sure dashing in the direction you’re moving is the best. Maybe where you’re looking would be better?

    • Invisibility. Player gets invisible and the enemies can’t shoot at it. This was a pain to make. Not that there was no solution. It’s just that I couldn’t find one that wasn’t ugly. I tried to get all the active enemies by accessing the dungeon who keeps track of all the active rooms who all have references to their enemies container. But that required a lot of variables accessibility set to public. Plus it would’ve been a pain to handle the visibility switching, the rooms switching etc… So I ended up adding a isVisible property in the player. Then all the enemies that are dependent of the player (to shoot or to move), check for this boolean before doing their behavior. It means a lot of useless checks but I couldn’t find a better way.



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