Game
Rogue Cadet
8 years ago

Day 96


Day 96: Today was boring. Making tools to make any possible ship is fun. Using it to make a bunch of them, not so much. But once I managed to force myself into robot mode, it wasn’t so bad.

Daily interesting stuff:

Tasks done:

  • Implemented 16 ships. That’s it, that’s all I did today. And I think it’s okay. But since it would be short if I just stopped here, I’m going to describe the process for the configs:

    • Reorganize the order of the ship configs. The configs where already done during previous sprints. It’s entries in a List. But it wasn’t organized. So I put the tuto ship first and changed some indexes.

    • Add configurations for the two knight layouts you forgot. It’s just an entry in a list. I then have to specify the stats percent of that ship. Stuff like life, damage, mana, hitbox etc…

    • Test the menu with more ships.

    • Realize there’s some bugs.

    • Fix them. This was small stuff like “the first ship selected is last instead of the first”, “this text element doesn’t looks right”.

  • Created the ships prefabs. Those are the real objects that the player will manipulate. To create a new prefab follow the next steps:

    • Change the name of an existing ship

    • Put the right special power and delete the old one

    • Create a sprite for the ship

    • Import it in Unity

    • Modify the displaying sprite and its animations. For that I created a custom flip book anim component a while ago. So it’s super simple to change sprite anims. I just have to replace the references by drag & drop. If I used the Unity animation system instead, I would’ve had to create a new animation each time.

    • Save the prefab in the appropriate folder

    • Make sure to link the prefab into the config.

    • Repeat that shit 16 times (make breaks to not turn crazy). Maybe I could’ve better the process. But frankly I don’t see how I can do that and keep the flexibility I have now. It would be easy to do if I didn’t want to have any possible spritesheet with any animation. But that has a high chance of being indispensable if I work with a graphical artist.



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