Over these past few days, I have been working on making the first battle the most polished it can be. I will soon start work on the second battle, Forxa, and most players may not bother to get that far if the game feels buggy! There are still some really prominent bugs that I need to fix, but the game feels much better to play now, I don't have to say "oh, excuse that bit, i'll fix that later" as much as I did before. I didn't just fix bugs however, I also added and improved some things. Firstly, I changed most of the text in the game to TextMeshPro for added fidelity and customization. Similarly, I changed BattleBlade's text logo on the Main Menu to make it stand out more (images below). I also added particles to the Main Menu to make it look a bit more interesting. They are only small but make it feel less like the main menu is just a couple of UI buttons and text. You now can't jump on the enemies head and hide and never die. Should you attempt to jump on his head, Kaiku will be forced back. The same occurs to Rabga. This is currently a little too sensitive so I may need to look into this in the future. I partly fixed the bug where Kaiku's sprite moves forward a few pixels when you do a regular standing attack. It's still not perfect (and I don't really know why) but it's a lot less noticeable. Most players don't stay still anyway ;). I fixed the bug where the shadow attack UI slider would reset the first time you used it no matter where the slider was. I fixed this by forcing the slider to fill quickly the first time the scene starts, but slowing down to normal accurate speeds any following times. I fixed the bug where you couldn't jump for the first few seconds of the battle. I tried to improve the AI and overall game play as well, with the highlights being: increasing Rabga's speed and making Rabga jump less. After that, I modified some of my scripts to make it so transporting code to future battles will be easier with less manual changes to the code per level. I improved the mechanic of Rage in the game. When Rabga loses 80% of his health (previously 40%, this is subject to change), he will become Enraged and move much faster. As well as that, his sprite will now turn red to signify this. This enemy has a simple Rage mechanic but I am thinking about future enemies having mechanics such as regenerating health, more damage output, bigger or more frequent shadow attacks, etc. Now, here's the big one. I fixed that awful glitch where Rabga's direction would swap between left and right if he wasn't moving. This was due to my direction check being dependent on velocity direction. However, I decided to change this to a method which determines if Kaiku is ahead or behind rabga and then scaling Rabga if needed. This was done by comparing Rabga's and Kaiku's position on the X axis. This is a huge improvement and fixes a lot of bugs and problems with the game! Rabga feels like an actual opponent now! I'm really loving my game now, it feels fun to play, and the fact I have created it myself, makes me feel even better about it. :)
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AuthorMy name is William Hughes, and I study Games Development. I also am learning Web Development and general programming. Archives
May 2018
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