Devlog for 21ga1024.0


Devlogs

10/24/2021 (21ga1024.0)

Devlog number 5 is ready!

0.

Ok, so this week was almost as unproductive as the past 2 weeks, but I managed to get a ton done over the weekend (mainly Saturday, actually).

1.

First off, I had to update unity TWICE, because I installed 25f1, updated to Windows 11, and in that time of like 45 minutes max, a new unity version came out, and I had to install that one too. So that happened.

2.

Ok, time for some actual stuff. I started by adding an extension to interpolate, because I use that function so many times, I could just package it all up into its own method. Also, that method I use actually doesn't work in low enough framerates (around 18 or lower, I calculated), so instead of making each instance of that function account for framerate too, I could just make a method to handle it. That was the main reason behind it.

3.

Then I made the coin counter and the world indicator, simple enough. The coin indicator actually has a tiny animation when you collect a coin, just because I thought that could be cool. And the backdrop really helped make the text readable. I might add another rectangular one that covers everything, but I don't know about that yet.

4.

I decided to turn the EMD stats file into a monobehavior, because that definitely will help me with the general scene stats, like the world and level names. I will eventually add a method in there to save data, but for now at least, it goes without saving. The issue with saving here is that because of the launcher holding many different versions of Arcade Maniac, and that I want save files to transfer seamlessly from one version to another, I will have to save outside of the regular persistant data path Unity gives me, which becomes more of an issue when we talk about different OSes, especially because I don't have a Mac to test it on. So, I might not consider the saving at all until I get at least most of the launcher done. We'll see.

5.

I added a new object model for loot, where it generates whether you get the loot or not automatically with the Loot.Lottery variable. It handles what item to spawn, and what the chance that item spawns is. Should hopefully help with the loot stuff, like where the enemy has a 10% chance of dropping a health boost.

6.

Lastly (skipping some small stuff), we have the pause menu. I actually completely forgot about that one. I have that to do, and then the start menu. The pause menu is annoying, because now you have to go into every single script that is in EMD and add a check for if it is paused or not, sometimes even more if the object has physics. Just pretty tedious to do.

Ending

Anyways, that's about it. Might not seem like a lot, but the changelog says otherwise. Mainly I just did a bunch of small things I didn't feel like talking about here. You can just look down below. NOTE: Itch users can now see the complete changelog like the github alternative, because I found a way to not have to manually convert from markdown to Itch's formatting. So that's great! Anyways, have a good week, and I'll see you next devlog!

Stuff to Do:

  • I have to make the arcade cabinet account for framerate like the player controller does when it angles the camera towards itself.
  • Fix light flickering
  • Reset the HDRP default settings and make custom ones for this camera only.
  • Remodel the cabinet screen to use a well-known aspect ratio
  • Add more details to cabinet
  • Fix the camera acting weird when the player interacts with the cabinet by pressing "Space"
  • Add stone textures to EMD
  • Add an ability for the EMD hittable blocks to be hit multiple times
  • Make the EMD falling platforms a little less glitchy when falling onto the player from above
  • Make the EMD enemy, you know, actually work
  • Make the EMD player not be able to walk off screen
  • Make the EMD player flash into a given color instead of only between clear and red
  • Heavily optimize EMD
  • Turn the EMD clouds into a particle system
  • Finish the EMD pause menu
  • Make the EMD start menu
  • Obviously more.

Complete changelog:

DateChange
10/20/2021 Upgraded to Unity 2021.1.25f1
10/20/2021 Upgraded to Unity 2021.1.26f1
10/20/2021 Removed some debug code in the EMD Game Interface Health Bar script on line 35 (Source/Assets/Minigames/Entity March Dream/Scripts/Bunches/Game Interface/HealthBar.cs)
10/20/2021 Created a new extension for interpolating many things, such as floats (Source/Assets/Misc/Scripts/Extensions/InterpolateExtension.cs)
10/20/2021 Replaced the EMD Health Bar's interpolation with the extension's
10/20/2021 Replaced the Arcade Player's rotation interpolation with the extension's (Source/Assets/Arcade/Scripts/Player.cs)
10/20/2021 Replaced the Arcade Cabinet's rotation interpolation with the extension's (Source/Assets/Arcade/Scripts/Cabinet.cs)
10/20/2021 Added a text object to the Game Interface to represent the coin count, and applied it to the prefab (Source/Assets/Minigames/Entity March Dream/Prefabs/Game Interface.prefab)
10/20/2021 Added a folder in the Misc Fonts for the Pixeled font and its TMP equivalent (Source/Assets/Misc/Fonts/Pixeled/)
10/20/2021 Added the Pixeled font to its folder (Source/Assets/Misc/Fonts/Pixeled/Pixeled.ttf)
10/20/2021 Added a child object to the coin counter to represent the coin icon and applied it to the prefab
10/20/2021 Created a folder for the coin counter's animations (Source/Assets/Minigames/Entity March Dream/Animations/Game Interface/Coin Counter/)
10/20/2021 Created an animation for the coin icon to bob up and down (Source/Assets/Minigames/Entity March Dream/Animations/Game Interface/Coin Counter/Coin Bob.anim)
10/20/2021 Created an animation for the coin icon to change color and size when coins are being collected (Source/Assets/Minigames/Entity March Dream/Animations/Game Interface/Coin Counter/Coin Collect.anim)
10/20/2021 Created a script for the coin counter (Source/Assets/Minigames/Entity March Dream/Scripts/Bunches/Game Interface/CoinCounter.cs)
10/20/2021 Gave the counter its script
10/20/2021 Created a CoinsCollected and a p_CoinsCollected private variable in the EMD statistics file (Source/Assets/Minigames/Entity March Dream/Scripts/Object Models/Statistics.cs)
10/20/2021 Removed the coinsCollected variable
10/20/2021 Removed a useless else statement in the PlayerHealth variable
10/21/2021 Added an object in the coin counter to represent text background and applied it to the prefab
10/21/2021 Added an object to represent the world indicator and applied it to the prefab
10/21/2021 Added an object to represent the world indicator's background and applied it to the prefab
10/21/2021 Created a script to manage the world indicator (Source/Assets/Minigames/Entity March Dream/Scripts/Bunches/Game Interface/WorldIndicator.cs)
10/21/2021 Gave the indicator its script
10/23/2021 Added world and worldLevel variables to the Statistics class
10/23/2021 Changed the stats file to be a monobehavior
10/23/2021 Renamed instance to Instance in the stats file, and applied get and set permissions to it
10/23/2021 Replaced the stats constructor with an Awake() method, and assigns the Instance variable there
10/23/2021 The variables canvascanvasComponentsplayer, and playerInvul are all marked as internal instead of public
10/23/2021 Added a texture to represent the finish (Source/Assets/Minigames/Entity March Dream/Textures/Finish.png)
10/23/2021 Added an object to represent the finish, and made it a prefab (Source/Assets/Minigames/Entity March Dream/Prefabs/Finish.prefab)
10/23/2021 Added 2 identical particle systems to the finish, each facing the other, and applied it to the prefab
10/23/2021 Removed a line of code that would create falsities where you stomped the EMD abstract enemy, but it still hit you (Source/Assets/Minigames/Entity March Dream/Scripts/Abstract/Enemy.cs)
10/23/2021 Created a script to represent the finish (Source/Assets/Minigames/Entity March Dream/Scripts/Finish.cs)
10/23/2021 Gave the finish its script
10/23/2021 Marked the EMD player's anim variable as internal (Source/Assets/Minigames/Entity March Dream/Scripts/Player.cs)
10/23/2021 Replaced the EMD player camera's instance of the Player with a gameobject instead (Source/Assets/Minigames/Entity March Dream/Scripts/PlayerCamera.cs)
10/23/2021 Added a script to represent any item in EMD (Source/Assets/Minigames/Entity March Dream/Scripts/Abstract/Item.cs)
10/23/2021 Renamed ren to sr in the EMD abstract enemy
10/23/2021 Changed the type of sr from Renderer to SpriteRenderer in the EMD abstract enemy
10/23/2021 Moved the tilemap variable from the abstract enemy to the rolling enemy (Source/Assets/Minigames/Entity March Dream/Scripts/EnemyRolling.cs)
10/23/2021 Created a texture to represent 2 types of health boosts (Source/Assets/Minigames/Entity March Dream/Textures/Health-Boosts.png))
10/23/2021 Added an object to contain all item types
10/23/2021 Created a script to represent a health boost (Source/Assets/Minigames/Entity March Dream/Scripts/ItemHealthBoost.cs)
10/23/2021 Created an object to represent a health boost and made it a prefab (Source/Assets/Minigames/Entity March Dream/Prefabs/Health Boost.prefab)
10/23/2021 Gave the item its script
10/23/2021 Correctly renamed the EMD spike textures (Source/Assets/Minigames/Entity March Dream/Textures/Spikes.png)
10/23/2021 Moved the Spike Right texture further to the left to match up with the wall
10/23/2021 Created a struct to represent loot data (Source/Assets/Misc/Scripts/Object Models/Loot.cs)
10/24/2021 Created a deathLoot parameter in the abstract enemy
10/24/2021 Made the abstract enemy drop loot on death
10/24/2021 Made the Die() method virtual, and applied some standard code to it
10/24/2021 Removed a useless override of the Die() method in the rolling enemy
10/24/2021 Added an object to the game interface that represents and contains the pause menu
10/24/2021 Created a script to represent the general pause menu as a whole (Source/Assets/Minigames/Entity March Dream/Scripts/Bunches/Game Interface/PauseMenu.cs)
10/24/2021 Gave the object its script
10/24/2021 Modified most classes in EMD to not update or move when paused
10/24/2021 Created a text object in the EMD pause menu

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