Bug Fixing Weekend/ New Enemy / Mod Menu
For this weekend's updates to this Design Project, there were a few things that came up during the playtests that I knew needed to be solved before I present the current state of the project on Wednesday the 6th so my Saturday night was spent fixing those.
Issues Solved:
Exit trigger sending players down 2 floors instead of 1
Weapon Text Pop Up not visible behind walls
Trade NPC not spawning in rooms
Sword Aura being overpowered and hitting multiple enemies
Sword Aura Despawning when the player fires it in a corner
Monsters spawning at the same start point
Slimes being super slow
With these issues solved it left me some time to work on things I want to be implemented before Wednesday just for the sake of my own sanity.
Added more variability to the Game State system which I implemented before the tests which can track how well the player is surviving the rooms based on their enter and exit health.
Added a really cool mod menu that allows me to show off each of the enemy's stat pages and spawn in legendary weapons. This is heavily inspired by the fact that I was just playing with a GTA mod menu a few weeks ago and thought about how cool it would be if my games all had them. Reminds me of the old Gameshark menu for Nintendo DS.
New Enemy - Scythe Dude
With all of this focus on fixing bugs and getting ready to show off the game, I wanted to let off some steam and add in a new enemy. Thus the Scythe Dude was created. Overall he's a pretty simple enemy that can't move yet and I'm not really sure I want him to be able to. His only attack is to throw his scythe at the player which looks really cool.
I might add in some movement for the Scythe Guy that would involve him actually running away from the player a little bit. I'm kinda seeing some shadow teleportation just off of how his art looks.
So many issues
In these last 4 years of college, I don't think I've ever consecutively crashed unity this many times. From overloading my computer's memory by creating 100 thousand entries in a list to while loops that no one understands. It's safe to say my already battery-melted computer has had a hard week.
Still waiting on Art for my Player Character soooo Green Player lives to fight another week...
My professor really doesn't like the Unity Base Buttons so ideally before Wednesday I can get those all swapped out so he doesn't have to cringe as he watches my presentation... Looks like I'll be scrapping itch.io for more assets to borrow.
Conclusion
So far I'm really excited with the direction this project is going and with my work ethic. I can confirm this is probably the hardest I've worked on a project since I got to the University of Texas. It's a bit hard at times with practice schedules and putting so much time into trying to make a great portfolio piece solo but I'm managing to do well in the game even if my physical performance outside is taking a hit.
Files
Cultivation Unlimited
A procedurally generated Cultivation Game
Status | Released |
Author | Warren Miller |
Genre | Adventure |
Tags | 25d, 2D, Procedural Generation, Singleplayer, wuxia |
More posts
- Just some random bug fixesMar 20, 2024
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