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Finding Direction

It's time to work on the game some more, but I'm kinda not sure what to work on. First thing I'll do is look over my last couple of posts, maybe fire the game up and see if anything jumps out at me as needing done. From my previous posts I need to still fully deal with Experience, Currency, and the Hull (as well as a damage component). I need to add module controls too, eventually.

I think I'll start by addressing Experience and Currency. Most of the old "player score" crap was dealt with on the actual space junk, so we'll continue to deal with it there. I've added a few new variables to it for this purpose. Now there's an experience and currency value for the space junk (for now it's just 1 each). Plus I added a damage variable for when I'm dealing with the hull.

Okay, so with that, let's just remove the player score variable stuff and replace it with experience and currency. That was easy. But now we have issues with the Player Score display, gotta get rid of that and replace it with exp and currency. The currency part was easy. I'm not adding experience yet, since that's a whole other thing.

But, while messing with things, I see I made a mistake with my retrorockets and the new thrusters. The retrorockets are set to use variables on the player's ship, but the variables are on the thruster. How can I tell the retrorocket to use the thrusters instead of the ship. Maybe when the retrorockets start, it "finds" the thruster and keeps that in a variable?

Maybe this will work. On start, I have the retrorocket look for everything tagged as Thruster, then iterate through the list to find the one whose parent transform matches the transform of the player's ship. That should work, right?

Yep, that worked! Yay, so now that's more progress, again. . . Every step is one step closer to my goal. And that's all for today!

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