Posted December 12, 2022 by jarrpa
#rebuild #release #FMOD #SFX #gameplay #programming
AAAAAAAAAA!!!
More generally, player feedback was one of the biggest things lacking in previous builds, so that became the key focus for this past week. Beyond just sounds, I also added some visual effects and physics reactions to provide better indications on when things actually had effects on other things. This is burying the lede somewhat because it means that I had to make the secondary abilities actually do something to distinguish their effects.
Under the hood, all of this was dependent on using an event system to communicate... well, events, as they occurred between components and entities at runtime. I was facing some limitations as I tried to have certain objects persist between scene loads and reloads, so I decided to use Unity's ScriptableObjects as the basis for this system, which was a whole thing unto itself. Have I made things any better (or worse) than using the basic UnityEvents that were already there? Who can say!
Here's the changelog:
And just for fun, here's just a few of the bugs I found, caused, and hopefully fixed:
After a few sluggish weeks of just figuring things out, it feels good to start getting into the actual game design part of the development. There's still a lot to be done as far as readability and UX, but the pile grows smaller every week.
--Jose