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.
Get Project Salamander (Working Title)
Project Salamander (Working Title)
Fast Paced Bullet Hell
Status | In development |
Author | 124sangaming |
Genre | Shooter |
Tags | Bullet Hell, Shoot 'Em Up |
More posts
- Demo v0.2 - Replay System!5 days ago
- Replay system finished & next version of demo releases soon6 days ago
- Current state of Replay System18 days ago
- Inconsistency in Replay27 days ago
- Replay demonstration27 days ago
- Demo v0.1.2 - Re-enabled Player Overlay28 days ago
- Dr. Yanagi's design and painting completed30 days ago
- Demo v0.1.1 - Added Controls Rebind33 days ago
- Adding Key Rebind35 days ago
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