This is where the fun begins!


Bonuses are finally online in all forms! Items, puchasables, gobblefish, prefixes... they're all working!

Barring any future catastrophes today we should be going in and actually start adding this crap into the game! I'm really happy with the system I've gotten set up. Took WAY longer than I thought it would, but what can ya do?

All the upgrades reside in one single folder and auto propagate to items if they are able to be prefixes. As for items themselves, it's as simple as adding them to a list. Content creation is very easy now!

I've decided every day moving forward we will be adding 1 new awesome bonus idea while implementing at least 2 others that are mostly done. over the course of a couple weeks the game should be kicking ass! On top of that we'll fix up and add other odds and ends.

I found myself dreading work if I set about to "Implement all bonuses all at once" so I'm finding the notion of doing a bit at a time to be a far better option, and it has the added bonus of figuring out what works and what doesn't as we go so we don't build too high a castle in the sand.

Health is strong! Spirits are high (Not the rum), and we're ready to whoop some arse! TO DEV!

EDIT: I ALMOST FORGOT! I figured every day we would proclaim the new bonus we devised and how it will work. We're starting to get good enough at this stuff we can do it in our sleep! I imagine I will be able to implement this within an hours time fully featured.

Bonus: Rickochet (EPIC rarity)

Fully charged attacks that have a sufficient knockback will turn enemies into a projectile that fly at high speeds dealing damage to all enemies they hit, while also sending them flying and dealing enemies they hit. The logic will look something like:

private float rickochetteTimer = 0;

private float rickochetteDmg;

private float rickochetteCooldown;

If (incomingAttack.chargePercentage >=1 && player.hasbonus(zxBonus.rickochette)){

rickochetteTimer = 1.5;

}

OnCollisionEnter(collision Fish){

var fish = collision. getcomponent<Creature>();

if(rickochetteTimer  >= 0 && rickochetteCooldown <= 0 ) RickochetteHit(transform.position, collision.impact.magnitude);

}

private Void RickochetteHit(Vector3 hitpoint, float magnitude){

TakeSimpleDamage(player.zBonusValue(zxBonus.rickochette)  * rigidbody.velocity.magnitude);

Movecontroller.RadialForce(hitpoint, magnitude);

}

void FixedUpdate(){

zz.CountDown(ref rickocketteTimer);

zz.CountDown(ref rickochetteCooldown);

}

I really shouldn't be wasting creative energies writing this code here, just going to have to do it again, but JUST THIS ONCE we're gonna show off damn it!














We haven't yet crossed over into "let's be professional mode JUST yet. So let's enjoy these last moments of debauchery with a fun little diddy.

This crappy ship can eat a bag of dicks. This gaming industry can eat a giant fucking bag of dicks. Your shitty wee games are a fucking joke. They're the shitty leftovers of a jobby tugs' o' smarmy c$nts.

I've just now decided, this is the end. Singing Alestorm to cut into this industry of hacks and backstabbers is about as good as it's gonna get anyhow. 

No more low brow, indulgent, easily brushed aside rambles from the cold and dark. No more excessive swearing (I said EXCESSIVE mind you), no more goofing off and taking this causally as if none of this matters.  

Things are going too well, the game is becoming too good. We actually have a chance now and I see the world slowly peeling off this rancid rock bottom. No reason to wallow, no reason to stunt. 

We're still going to be empassioned, we're still going to give a fuck. We're just not going to shove our foot in our mouth any more. Time to be professional, time to be better, time to try to be a shining light on the hill, like the greater creators of the yesterday.





Gah damn do I love me some Alestorm! It's the end of an era, and hopefully the beginning of a better one :)

Ok, enough wastin' time, TO DEV!

Get SeaCrit

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