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DauntingDoorDire ~ the postmortem

Daunting Door Dire
A downloadable game for Windows

everything went right this time, well... almost! The scene reset is tied with level changing and thus preventing me to put any BGM. I'm forced to put Don'tDestroyOnLoad/additive scene there.

Other than that, they're working as intended. But, at the cost of high maintenance. Everything is highly coupled. And this is BAD! I can't even add more features without breaking all of the scripts altogether.

Here's what I learned\experienced so far. Randomly put here:

  • After some game projects going on. I think I need some kind of centralized data/manager/high controller where it will be controlling the lower components.
  • I decided to change weeks to # instead. But still aiming for weekly game projects.
  • Interfaces might be the answer to all of the spaghetti + having a center of control.
  • I can put on public methods for 'CallMeToDoThis' instead of publicly show important methods. Haven't tested this one yet, but worth trying on my next game.
  • The scene, single and additive. The additive will be the answer to DontdestroyOnLoad. Not sure, but I just don't like DontDestroyOnLoad. xD
  • Scene -> GameObject -> Component Classes. The hierarchy that I can use to maintain what is within them.
  • PlayerPref best for setting.
  • Generic type...I don't understand this yet. The syntax is just weird. But it looks really useful.
  • Randomly calling methods from one script to another is just bad. I tend to forget where is this call comes from & it's hard to debug & cause mass confusion.


Alright, so I'm going to try adding a centralized controller that scripts can call to get what they want. Ex: reference to player. I have a feeling this one needs a generic class. I'm also had enough with making endless runner games, so I want to try other genre as well.


See ya!
- Rechro from Rechronicle Games

Files

  • DDD v1.0.zip 117 MB
    Jun 30, 2021
Download Daunting Door Dire
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