Stage Code Revamped (While Making the Replay System Work)

On my quest of "making everything deterministic so that the replay system works", I encountered a bunch of issues while viewing the code for stages. In my current code, I hardcoded enemy spawn patterns in script and specify difference in behaviors in different enemy prefab varients. This makes the stage implementing process much less flexible. Also, I was using coroutines to act as a timer for stage events and enemy spawns, and coroutines are not deterministic. Therefore, I figured out that I need to rewrite the script for stage and enemy spawning logic.
As a result, I completely revamped the code for stages, and it now supports adding events via editor instead of hardcoding them in script. This will make stage a lot more manageable, and implementing a new stage will take much less time. Stages will also be deterministic so that replay system can work properly.
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Overflare
Fast Paced Bullet Hell
| Status | In development |
| Author | 124sangaming |
| Genre | Shooter |
| Tags | Bullet Hell, Shoot 'Em Up |
More posts
- Demo v0.5 - Stage 2 Preview & New Game Title12 hours ago
- Enemy With Multiple Parts13 days ago
- Ray's Cannon Animation22 days ago
- Stage 2 Boss Pattern Complete28 days ago
- Stage 2 Boss WIP36 days ago
- Demo v0.4.1 - Overheat & New Weapon51 days ago
- New Weapon - Arm Buster58 days ago
- Demo v0.4 - Stage 1 Preview60 days ago
- Real Time Control Prompt Update77 days ago
- Dev Progress - Miniboss80 days ago
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