Sunday, August 28, 2016

Guide Line improvements this week

Not much different this week, I'm afraid. I changed the look of the enemy guidelines because they were far too distracting for my liking. I also fixed a bug I had forgotten about that caused secondary guidelines to remain if the thing emitting them is destroyed.

As always, the charging up noise is by Javier Zumer and I'm using/modifying it with this license.

Sunday, August 21, 2016

Enemy guidelines, and an actually accessible new level

This week I added guidelines to the enemy's projectile shooting ability... I'm not happy with the way it looks, but I'm positive it's a necessary feature. I'll likely tweak this a lot as I go on. As an aside, I'm super unhappy with how Unity handles line renderers and the accessibility of parameters like start color and end color. You can easily set them in code, but you can't easily read them in code. Frustrating.

I goofed last week and made a build that didn't include the new level I made! Fixed that. As I said previously, it needs work, but it plays with an interesting idea, and that's satisfying.

As always, the charging-up noise is by Javier Zumer. I'm using and modifying it with this license.

Saturday, August 13, 2016

One new level, Enemy Guidelines in the Works

Hi all, just a small update this week (three festivals are happening this weekend!). I actually had another level planned, and wasn't happy with it at all. So I scrapped it and worked in a new level 22. I made sure to allow enemy projectiles to activate switches, and I'm playing around in that space finally.

One of the reasons I had to cut the other level short was because I realized that I wanted to add guidelines to the enemy projectile shooters, so you would always know where they were going to shoot. Unfortunately, my existing code for player guidelines is a lot less flexible than I remembered. So that will be what I focus on for next week.

As always, the charging-up noise is by Javier Zumer, and I'm using and modifying it under this license.

Sunday, August 7, 2016

New sound effects, new particles, and a new level

Despite being robbed of several hours of productivity by Hearthstone, I managed to get a little something completed this week. The sound effects I mentioned in last week's post are in, so now a chime plays when you reach 100% charge, and a "bump" sound effect plays when you charge into a wall and are temporarily stunned.

I also added a new level. It was unexpected, really. I meant to make a two-puzzle level that you had to switch between using two switches. Then I played with walls that were both on timers and attached to switches, and then I tried a level where you have to hit several switches in sequence to make it around a circuit. The level I ended up with is simple to complete once you've figured out the trick. I have no idea how difficult it is to figure out the trick, though, so I'll have to get this one tested.

As always, charge-up noise is by Javier Zumer. I'm using the asset and modifying the asset under this license.