Devlog #03: improvements and bug fixes
Hello,
this time I bring some fixes that improve the gaming experience.
Diamonds and circles needed several impacts from the bullets to be eliminated, when hitting with a bullet they obtained the momentum of it and were not able to return to chase the player until they hit a wall. This is why I have added a bit of friction to it, such that they back off a bit, but quickly come back to chase their target. With this upgrade, the diamonds, which needed 5 hits, were really hard to remove, especially when you were surrounded by a lot, so I decided to go down to 4 hits, now it's a bit more balanced.
Bug in chevron animation when very close to wall has been fixed. Really more than correcting it, it has been replaced by a collision with the wall, when the difficulty increases and many chase the player it was too overwhelming, so I decided to take a break by making them collide and explode when hitting the wall
Another improvement that I have added these days is that the points obtained by eliminating an enemy appear. I added a small animation to them with the LeanTween library, which I have used to animate some texts in the user interface and the experience had been very good. The result is, the truth is, that it was very good, and the game felt more complete, but eventually the library began to give errors and was not able to animate the object. The result of the problem was that the dots stayed permanently on the screen and also, when the error occurred for the first time, it began to reproduce very quickly. To avoid this problem I added a life cycle to the score, in such a way that if the animation had not concluded with eliminating the points, the object removes itself after its life cycle. This prevents the points from remaining on the screen, but the error was still reproducing massively and at a certain point in the game the game began to malfunction. Finally I decided to eliminate the LeanTween library for scoring, since having to work intensively was causing problems, so I left it to exclusively animate the interface. The solution has been to use Unity animator for scoring and everything is fine.
The last improvement added has been the pause menu, which also allows you to exit the game from there, something that previously could only be done from the home screen and the Game Over menu.
Finally, I made a port of the interface and the controls to be able to play it on mobile devices, but the truth is that the controls, although they were quite precise, lost a lot by not having a sense of touch on the smartphone screen. In addition, the interface did not convince me, much visibility of the game was lost with the fingers and the buttons of the weapons. For these reasons it has been ruled out to be able to play it on mobile devices.
Next week there will surely be a new version with all the improvements.
If you can think of any improvement, leave it in the comments. Bosses? New enemies? Put levels?
I hope you enjoy the game.
1man4all
Get Neon world at war
Neon world at war
Test your nerves by surviving as long as possible
Status | Released |
Author | JuanLeoDev |
Genre | Shooter |
Tags | 2D, Arcade, Colorful, Minimalist, Neon, Singleplayer, Unity |
Languages | English |
More posts
- Game releasedSep 20, 2020
- Devlog #02: Alpha version releasedSep 05, 2020
- Devlog #01Aug 28, 2020
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