Quick L'il Update


Alrighty then. I've made a few modifications since earlier but I've mainly been time wasting (oops!). Nonetheless, still happy with the work I've put in so far. I am however starting to feel drained and exhausted, this is my third full day coding in a row! These are the features I've implemented since my first post:

  • A second boss! Faster attack patterns, lower health and lower attack damage, but moves. Used a re-purposed script from one of the weaker enemies, just boosted the stats.
  • Random boss spawns! I created a public array to store all the bosses in, so I can update whenever. Probably should've used a list so the player doesn't get the same boss again, but whatever :/
  • Multiple drops! Each enemy can now drop multiple things, depending on the items I put into the array. To prevent the enemy from dropping something every time, I used an object called selfDestroyer, to destroy itself on spawning, creating the illusion that nothing has spawned. Thought of that myself ;)
  • A Pause Menu! Originally I was going to use a separate scene for this but following Brackey's (big up) tutorial, I used a UI which spawned upon pressing the ESC button, which set the UI as active. This gave me some ideas for the bow and arrow, but I've yet to perfect that.
  • Finished the Health Upgrade item. Instead of spawning other hearts (which isn't possible because I used another array lol), the final three hearts cannot be accessed until the player gets the Health Upgrade items, which increases max health.

And that's all the completed components since my first post! Took quite a long break today and I've been messing with other things (such as a dash move unlocked by defeating the new boss, and the bow and arrow spawning correctly).

Next thing on the agenda:

  • Save Files
  • Better Dungeons
  • Final Boss?
  • Win Screen?
  • Sleep!

xoxo gossip girl

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