[UPD] Carried Away
Been a While
Alright, it's been a very long time. Life events prevented me from posting for quite some time. Though, I never stopped working on this project. In this update, the player will have access to all of the primary spells, with new behaviors. I'm currently using these primary spells as a testbed for some blended mechanics. We're talking piercing/forking/chaining projectiles, status effects, area blasts, auras, "melee spells". In addition to fixing the end of run stats panel, some breaking bugs were stomped, new ones introduced. I threw together an icon for the game. "Early concept, WIP, they'll understand" is what I was thinking when I made it.
Bugs cleansed: 5
- Player can use Refine with zero Accessories, crashes.
- End-Of-Run stats do not show updated values
- Projectile targeting is not functioning as intended
- Item upgrades are not always displayed correctly
- Leveling when equipped spells are at max level will crash the game
Bugs introduced: 2
- If the player selects the "test item" accessory, the game will crash the next time they choose to Refine
- The new Death spell is very heavy, computationally speaking. The game will stutter during use and may freeze entirely.
Technical
I decided to add this new section to these update posts, for my own sake. Sometimes I like to take a moment and break down what's happening on the backend in this project.
As the title might suggest, I really did get carried away with this update. Literally and figuratively. Seriously: the spells and their Classes have been reworked to take advantage of my favorite part of OOP, Inheritance. Containers define the spell, its stats, and take care of targeting, Carriers deliver the spell's primary effect, while Effects are... well... any additional effects, usually unique to the spell but some may be tied to items in the future. Ripping apart the old spells and rebuilding them was painful and so worth it. Setting things up in this way has made adding new spells a breeze. I have already added the rest of the 9 primary spells. But it also allows easy tracking of which spell did what kind of damage. People love statistics right?
Up Next
Mob pass! Tying maps to territories, linking pools of mobs to said territories. Elite mobs, maybe even boss-adjacent mobs. Something to spice up your run. I'd like to adjust the time at which these mobs spawn, how many of them spawn, at what time do the mobs get tougher and/or more plentiful. I won't do a list like last time, I'm still procrastinating on the water mage/spell animations!
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Bullet Hell with Spells
More posts
- [UPD] UI PassAug 28, 2024
- [INFO] Themes and UIJul 30, 2024
- [UPD] Spells, WaterJul 15, 2024
- [UPD] HealthyJan 19, 2024
- [UPD] Quitting, PausingJan 11, 2024
- [UPD] Bugfix: Spell Selection, UpgradesJan 04, 2024
- [GD] Bugs and UnbugsDec 26, 2023
- [UPD]Water Mage is in, but..Dec 21, 2023
- [INFO] Character Models, WaterDec 16, 2023
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