Hello, Igor here. Today we’ll take a look at what I’ve accomplished this week. A lot of things happened, so let’s get started.
Soundtrack
I’ve composed everything I wanted this week, which are ten songs. They are:
Eye of the Storm (Rock)
Dashing Towards Infinity (Epic)
Saturn (Rock)
King of the Sky (Rock)
49K (Epic)
Poseidon (Rock)
Ice Land (Rock)
Extremes (Epic)
We Will Mercury You (Rock)
9K2 (Epic)
I’ve told you their names and the styles. I’m not going to spoil the levels in which they play.
Final Bosses and Enemies
Well, there should be five final bosses, but I only managed to program two of them. It’s not easy to be creative after programming two other minor bosses and sixteen other enemies, and after composing ten songs.
You can see all bosses and enemies but one on this picture:
I’ve programmed these enemies this week:
Galahad Prime
Nandertia Prime
Galahad (Moon)
Beetle Turret
Hyper Turret
Shockwave Turret
Bulk Turret
Nandertia (Moon)
Phantom Stalker
Hyper Stalker
ML Stalker
Dead Space
Nerbaund (Moon)
X - Raider
Probe Raider
Supersonic Raider
Missile Raider
Threidee (Moon)
Singular Stalker
Singular Turret
Singular Gamma
White Singular
Mothership
Juicing
I’ve done a lot of juicing this week.
But first, for those who don’t know what juicing is, let me explain. Juicing is the act of making the game be more satisfying or to feel more alive.
I’ve basically gone through a few sprites and updated them, remade the explosions and added a nice “ripple” effect when the enemies die. Basically, the screen ripples as if you were to throw a rock in a lake.
Now the game looks and feels much better.
Also,…
…I’ve made my Object Pooler a little easier to deal with. For those who don’t know what Object Pooling is, you basically recycle everything. Like, you shoot a bullet. At the moment it exits the screen you hide it and reuse it instead of creating another one. That’s to save up RAM and CPU so that you don’t need thousands of objects being processed at the same time, only a few dozens.
What I’ve done here is basically made it use even less RAM with a Scriptable Object system, where I can create pools as Scriptable Objects and assign those to an object that needs it. That avoids all objects that need a type of pool having a lot of values stored in them, they just need to hold a reference to the pool object.
Next Week
So here’s a brief overview of what I’ll be doing the next week.
Juicing.
Bugfixing.
The rest of the soundtrack.
The other three Final Bosses.
Add the Enemy Debris collection system.
Trust me, that may seem like not much, but there’s just so much to deal with, especially the ten last songs for the soundtrack that it’s gonna be a busy week. Thanks for reading.
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