relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel ([personal profile] relee) wrote2017-12-03 09:11 am

Ludum Dare 40

9:30am - I'm at the McDonalds, I've had breakfast, and it's time to work some more.

"What have I got left?

I've got to make actual levels.

I've got to implement enemies.

I've got to implement hazards, ie pits and spikes and spike pits.

I've got to make a pause menu with an exit button, and put an exit button on the main menu.

I've got to make the robot's head tilt back the more he carries.

I think that's it. That first one is a really complicated one though. XD"

I got the enemies working, though the death 'animation' needs to get rid of the boxes the player is carrying. I'll finish that up first.

9:45am - Okay the player now drops his boxes on player death. Now I'm going to implement the pit hazard and eliminator for disabling anything that falls below the pit hazard.

9:56am - Well this is great. Dying removes the player's collider, so it won't be recognized by the eliminator after going through the pitDeath. ^.^;;

I'll have to add a gameOver script to the player's death script so he doesn't fall forever.

10:12am - Okay, when the player dies it goes to a new Game Over scene, which allows the player to return to the menu.

Next I guess is spikes!

10:29am - Spikes implemented! That was easy. Most of the time since my last update was spent messing around with trying to get a 9slice sprite for my platforms.

Next up is the Pause Menu.

10:49am - Pause Menu Implemented!

Now to try and tilt the robot's head...

11:16am - Head tilts!

That's that. Now I just have to make some levels.

11:21am - Huh, you can't copy-paste scenes. And I made a Boiler Plate scene. Well I should be able to copy-paste all the GameObjects into a new scene...

12:00pm - I'm working on level 3 and the red enemies are bugged like crazy and I'm not sure why. Very frustrating.

12:25pm - After a bit of frustratedly pouring over code I did a test and removed all but one red enemy from the scene, and the red enemy worked fine. It looks like I can't have more than one red enemy using the same brain? I'm not sure why.

12:28pm - I fixed it! It was initializing the entire brain to a certain mobile. I had it reinitialize on each think step and it works now. Uh, but that means it's doing a mess of getcomponent calls every frame instead of stashing them. Geez. At least it works.

1:19pm - I've compiled the game with the first three levels and I'm uploading it to my website as a test.

1:51pm - I'm glad I did that, there were a lot of bugs! I've fixed them all I think. Once that's done I'll polish up the gameplay a bit, then add more levels.

3:16pm - Waiting for the game to upload each time takes quite a while. I uploaded, fixed, and uploaded and fixed and now I'm back to making levels.

My roomie played it and requested that I make a variable jump so I'm going to try that next.

3:29pm - I'm feeling burned out, I don't think I can fix the jump in time, and my roomie wants to do groceries, so I'mma take a break.