In my last devlog I introduced a weapon system to the game that was very similar to what I had developed in the last iteration of this game.
But I realized that there was a slight problem with that implementation.
Just to give you an idea: I had a scene for managing a specific "weapon fire type". As you see in the GIF attached that right now there are two main variants... which are a beam and a projectile. So I created PlayerProjectile and PlayerBeam scenes. These would house the logic for all possible iterations of beams or projectiles I would want to create.
But after playing with it for a while and thinking ahead. I realized that it would be a bit of a nightmare to handle. And it would cause unnecessary bloat in-game.
So now, every weapon will have its own independent scene. To live and do whatever it pleases independent of similar weapons. Hopefully, that makes sense.
And now perks.
This is a rogue-lite/roguelike after all. Perks (which I'm calling system updates) will also work similarly to how the weapons system works. They have levels. This way builds can be a bit more interesting I guess. If you want to double down on certain attributes as opposed to being an all-rounded fella... go right ahead. Godspeed.
In the GIF attached, it shows an example of that. This system_update affects player movement speed.
Okay, novel over... for now 😎
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