Found some last minute bugs and got them fixed (that Reset function on the boss screen messing up again).
If you tested the first version, let me know how this version feels. There are still a couple of things I wish I could smooth out, but things are better than before.
If you haven't tested this game / engine yet, feel free to this version. There is a scene select on the main loading screen, so you can jump around to any place in the game.
Ooohh, also the new Unity version was just released this week. Which means I can update my version (hopefully nothing breaks)
They added in the new GUI stuff, which means I will have to watch all the tutorials and start testing it out. When I get things settled I can update the main loading game screen.
It should be a lot easier to create and design with the new patch. Seems like a fun mini-project.
Well, it is time for the new game / engine release. I will end up being gone all next week so I worked on getting this put out this week.
The amount of backend things I have changed, I would bet there are some bugs somewhere. I ended up adding in a few things I wasn't planning, but the game should run a lot better now (I'm sure its not 100% perfect, but its a big improvement).** Update Notes **
I put back in the default unity pregame screen to allow for changes in resolution size.
It also has options to change the button settings, but do so at your own risk.
I have not messed around with that window and I have no clue how it interacts with my in game settings.
Platforms pull less when jumping through them (horizontally)
Vertically is still a bit pully though.
Torch pickup / drop is now the X button.
Changed how Button presses were done. They should be more immediate.
Hopefully this should lessen the unresponsiveness.
The below were added to detect when the character is close to a solid object and will move them a shorter distance to prevent the physics bug (where you could clip a deadly object in another block and die)
- Added in ground check
- Added in wall check
- Added in ceiling check (no preventive movement checks yet)
-- There is still a small possibility that you will clip a ground object when falling (you fall way faster per frame than moving), but it is an extreme improvement over the default.
-- This is because the AoE ground check is not as big as I would like atm due to another problem that arose (when I fix that, I should prevent this from happening)
Reset Data on the Loading Scene is no longer an option
- Difficulty options were added in instead (easy / medium / hard)
- Items without the proper difficulty permissions will be disabled
- Nothing in this game uses the difficulty option, but the option and script have been written
Boss Room - cant go backwards a screen
Boss - Spinny hands attack - No RNG on the attack, there should always be a safe spot.
Boss - Paws have 5hp each. 10 was just too much.
Boss - I noticed the death timer on the projectiles was too high and objects were hanging around too long.
-- Changed the death timers based on each attack to the smallest time needed for an object to leave the screen (less objects active at once, less calculations)
Object Pooling put in the new object spawner script (has a variable to disable it if needed)
- This effects any screen with constant spawning of objects (including the boss)
- Objects are now reused instead of constantly creating and destroying themselves (this should increase efficiency).
Object Pooling added to shooting script (reuses bullets)
I think the spike treadmill uses object pooling now as well (Im sure there are others as well).
Added the Reset() Event to every script
- This allows one script to call the Reset() function on all available scripts that are loaded in the scene
- The Reset() function is added to each script that needs it and will change the script back to the initial settings / position / etc
- Instead of constantly deleting and reloading the same scene (and its objects), using this will allow the scripts to reset themselves giving the illusion they have been reloaded
- More efficient, but there is the possibility that some of the Reset() functions could be wrong and thus have bugs.
Reloading the same scene will now call the Reset() Event instead of deleting and reloading the scene (and off of its objects)
- This will allow for key presses to be active when constantly reloading on the same screen (this however may not hold true between scenes)
Commented on every script and sorted them all out
Object pooling went in ok, but the Reset() event on some scripts was a pain (ie the boss / spinny room).
Im sure it is a lot easier to write a script from scratch with the Reset() event in mind instead of modifying an already existing script
It wouldn't surprise me if a few bugs might show up now.
Scene select is available on the loading page - This is for the people who want to jump to a certain scene to test (or just want to browse through my game).
Just move the slider bar to the correct scene number and click "Jump to scene"
Using the jump to scene will use either your current used slot or slot 1 by default.
It gets fairly old writing the back-end scripting so I took a few days off and wrote a nifty background effect.
When this script is triggered, it sends a shockwave-like color changing effect outwards through out the valid tiles.
+1 test scene - Has a few of these trigger objects on a empty scene with different variables set to give a feel of what this script does
+3 new scenes using this script - Created a simple gimmic involving this script.
For ease, I created a button on the loading screen that allows you to jump to these new scenes.
For now, they are in the game, but not attached to any other scenes (they are actually after the "you win scene". After I find they are bug free, I will put them somewhere in the middle of the game.
Picture of the first new scene