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
- Enemy With Multiple Parts12 days ago
- Ray's Cannon Animation20 days ago
- Stage 2 Boss Pattern Complete27 days ago
- Stage 2 Boss WIP34 days ago
- Demo v0.4.1 - Overheat & New Weapon50 days ago
- New Weapon - Arm Buster57 days ago
- Demo v0.4 - Stage 1 Preview59 days ago
- Real Time Control Prompt Update75 days ago
- Dev Progress - Miniboss78 days ago
- Left a Mark on Wplace87 days ago
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