Game
Rogue Cadet
8 years ago

Day 90


Day 90: Today I could say that I didn’t do as much stuff as I wanted. But I really say that too often. Large deadlines don’t work best with me. Today I could’ve done more stuff, but I after finishing some stuff I thought I had enough time. And so instead of doing more stuff, I just procrastinated and did less important tasks. It’s hard to work at 100% when there’s not much difference between finishing my work today or tomorrow…

Daily interesting stuff:

Tasks done:

  • Finished the boss rooms tools. Once I sat down and wrote the whole flow, it was easy. I already had most of the bricks needed. I still had to fix a bunch of things I didn’t test. I had to fix the teleporter because when it functions to bring back the player, it listens to an event to save the player pos when he is teleported. And so, the back teleporter would influence itself and put the player at the same position. So I changed that. The boss script in itself was already there, but it used the old playerpref save. So I changed that and added some other stuff like a treasure chest.

  • Marked the mini map with an icon for the boss rooms. This was super easy. I just had to do the same thing that with the treasure rooms. Even finding the icon was easy.

  • Fixed a weird thing about the treasures. I realized that it worked but not like I intended. The way it works now is that when there’s a trigger collision, it explodes and activate its content (coins). It’s on a layer that can collide only with player bullets. But before, the chest had a non-trigger collider and was on a more generic layer. So when the player was on the chest it didn’t launch the trigger collision and I thought only bullets worked. That’s funny to see something work fine but for totally wrong reasons.

  • “Finished” the special rooms brainstorm document. I just added the two ideas we had during the brainstorming with my roommate yesterday.

  • Started working on the special rooms. I didn’t do much tough. The instantiation was already taken care of when I worked on treasure rooms during last sprint. It works exactly like those, except that the enum variable is set to “BOSS”. I looked at the similarities with the different rooms. Some don’t need anything particular. But I saw that a few needed an interactive object and a text dialog. The interactive object need to have an activation radius, a wait for input, and a UI button feedback. It’s exactly what I had to do for the teleporter. And it’s not surprising since you could say that the teleporter is an interactive object. So I create a new script to hold the common behavior. It then calls the Activate method of an interface. Any component that want to be activated by an interactive object need to implement this interface and be on the object itself. The interactive object find the interface component by doing a GetComponent. It works well. I think it’s a flexible solution. I didn’t worked on the dialog system though…



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