Small and medium updates

Having some other people play the demo has been enlightening. As usual there were a ton of issues and glitches to fix. I made improvements over the weekend to a lot of the logic for the character so certain actions work better.

Overall my priority is to make sure the character’s mechanics has no problems, which I was able to mostly fix today. At least as far as I can tell. With lots of available actions I just have to make sure that when they overlap or the player tries to do a different action, then the character does what you expect them to do, or at least show the player that their actions can be limited. Communication with the input and the player is very important to me.

I updated the radius of the lantern light. The game might be a bit too dark for some people and so my next priority will be figuring out how to add a brightness setting that player’s can adjust to their liking.

For the lantern inspection, it has been a problem that I wanted to tackle for awhile, but I didn’t know how to do it. I figured I could add an interface to the object that I could interact with. It felt like the best solution so I didn’t have to call the object itself through casting or other means. I got it working with a few problems that popped up because of the new logic. I had to change the items so that they can only be inspected with the lantern, at least this way the player’s would grow more dependent on the lantern.

I also wanted the parry mechanic to have more uses so I added the mechanic that if you deflect the projectile of the boss it would create your own projectile that would hit the boss and even stagger it.

Checked more of the actions so that you can flow through each of them properly. I need to make sure that if you do something then the character would do it’s best to do it, rather than not doing it at all.

Since I had problems with the destruction of objects there is a lot of work I need to do to improve it again. It will be a huge part of the game and I think it will be one of my top priorities to improve all its logic. As a place holder I simply added particle effects for when it “breaks.”

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