Bite the bullet
I didn't write my combo system, it's over designed and a total nightmare to work with. It uses yield functions and lots of code things that I'm not familiar with and it interferes with me adding more complex logic as code simply "shuts off". I've built a muddy mess around it over the years getting it to do various things. I'm so sick of this insanity, tired of dancing around a house of cards that is impervious to improvements. Combos feel floaty and attacks don't feel right.
Another long standing issue I want to address is the cooldown time for attacks, it doesn't play well with animation timings. In a perfect world all animations would be normalized at a certain time, and cooldown would simply modify animation speed. This is going to be another goal for today, will likely require modifying of tons of animations and attack values, but it's bite the bullet day. It will be lithe and clean moving forward and less prone to breaking.
I only want to tweak and tune one little thing about the system, but I've just had it with it. Today I'm going to refactor the whole damned thing. If it goes well it'll take maybe 2 hours, if it doesn't, it'll take me all day and likely sap motivation out of me for a week. I am NOT optimistic this will be easy.
TIME TO BITE THE BULLET, NO HALF MEASURES.
Edit: Intense day. Landed on a gnarly bug and didn't have the brainpower to fix it. It's always frustrating when you're SO CLOSE to a great day of dev, but one nagging issue remains. Came back after being pissed at myself and after recording the dev session and got it sorted. Really solid day of dev. I thought it would be a total nightmare, it was. Got through it though.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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