Raadd Progress
Added 2019-01-23 15:00:03 +0000 UTCJust posting some progress on raadd.
Right now my main focus on raadd is to focus on optimizing enemy scripts, which is what I have been doing these past few weeks. The earlier the enemy was scripted, the more confusing the code is. Also there is a lot of repeated scripts that cause unnecessary bloating for the game. For example: each enemy has their own digestion script, despite it being the same amount of coding (but with different variables). With a digestion script being about 30 lines of code (more if the enemy has multiple digestion stages) you can start to see how this adds up. We still need to decide our course of action on skill trees as well, since various skill tree perks aren't valid for the current game (such as safety torches).
The To-do list:
- A few enemies (mainly bosses) still do not have the improved digestion script implemented in them.
- All enemies must be replaced in their correct spots on the obstacle course. Any time a change is made to any enemy, this must be done. Luckily Unity's update now includes nested prefabs, which means this won't be a problem anymore.
- Krystal's phase 2 has to be proofread and completed by another member of the group. This is the important thing, and if completed before the rest, then I will most likely release a beta version for testers to try her out.
- The basic inventory system needs to be completed (or disabled if there isn't enough time)
- A potential rework of the mermaid boss (won't include new animations)
- A potential new enemy in the plains.
- Bug Fixes (the number is going down fast as I rescript previous enemies)
Some progress has also been made to the garden, but I can probably guarantee that it won't be in the next version. Mainly due to the fact that I need to finalize the inventory system before I can work on some parts of it.