One Step at a Time
First of all, FEELIN' BETTER! LFG!
There is much to do: Bonuses. Items and purchasables that give the player these bonuses. Shops and Fish that dispense these items/ purchasables!
There is never enough time in the day.
To the end of wanting to get this out there, even in a tiny demo, I will be focusing on just getting a small slice of this out there in the coming days, i'm hoping friday, but more likely it will be next week .That's how gamedev goes.
At least I feel we have a clear order of operations as detailed above. So today we have all those bonuses to finish up, that's my goal. We have quite a few to finish up and if we can slam them out today I'll be happy. That means tomorrow if we're lucking we'll be making a slew of items that will hold those bonuses! Then we get this all in the game and get a crappy demo to get feedback on all of this! But I repeat myself.
It's frustrating, because on one hand I want the game to be perfect before anyone sees it, on the other hand, we need feedback before we can make it perfect. I always feel like I'm being pulled in different directions. To say nothing of how frustrating it is to put out demos and no one even plays them! WAH WAH! I know... The world is stupid and petty and gatekept, so I try not to think about it too much. Just more motivation to make the game even better so we can blow past all the road blocks all the jackasses throw in our path.
So one thing I've been wanting to do is to inject these blogs with actual gamedev wisdom I've been picking up over the years and as this post is on order of operations this is a great opportunity to discuss how I plan to add some of the bleed logic we discussed yesterday!
So we're going to need a function to apply the wounds, and we know that different bonuses are going to give different wound DOT damage per second, and also duration. And it will also be possible to have both these bonuses at the same time so we'll pick the higher value of the two. There's a bit of existing logic where the existing attack is initialized elsewhere, but you'll get the gist of it. The cool thing is as I type it out here i'll be able to just paste it into the game and we won't be wasting any time!
private void ApplyWounds(){
//Duratoin
var durationAdd = recievedAttack.Cooldown * 4f; //Normalized duration gain based on attack length
var maxDuration = zz.ChooseHighest(recievedAttack.isBite ? gore.v1 : 0f, recievedAttack.isSlash? cut.v1 : 0f );
bleedDuration = zz.Cieling(bleedDuration + durationAdd, maxDuration);
//Damage
var dpsAdd = durationAdd * .25 + recievedAttack.damagePerSecond * .1f; //Damage ramps up at 1/4 speed and scales a bit with damage
maxBleedDps = zz.ChooseHighest(recievedAttack.isBite ? gore.v2 : 0f, recievedAttack.isBite ? isSlash.v2 : 0f);
bleedDps= zz.Cieling(bleedDps + dpsAdd, maxBleedDps );
//Bonus Mods
if(recievedAttack.finisherBite) wound = zz.clamp(wound * player.finisher.v1 , maxBleedDps * player.finisher.v1) //Allows combo finishers to punch max DPS over cap
}
probably some BS logic in there, but for whatever reason I just wanted to do it in in raw text and not an IDE that would inject lots of unique project only logic and I didn't want it to get muddy. THE SACRIFICES I MAKE FOR YOU UNGRATEFUL SHITS! By the time this was done it didn't even show the logic I was planning to show, but whatever, it kinda works. I was hoping this would be more sectioned off and better named in regards to the bits that were bonus specific, but I kinda mashed the first to bonuses together too much, at least it's clear with the third "Finisher" bonus.
The way we structured this logic, if ever there are any issues with the duration or funkiness with bonuses, we are easily able to comment them out and see where the issues are coming from
P.S. At some point I'd like to start a tutorial series called "Just a Tip" (I'm holding back from neckbearding out and calling it "Just the Tip" because that joke is cringe and overdone). And in this I would teach really cool tips and tricks like the one above and I thought it might be fun to make a series out of it. But most all communities I've seen these days just suck ass and I have next to no motivation to engage with game developers anymore. It's mostly just thinly veiled hostility these days as the world goes mad.
Whew, this blog sapped more energy than I anticipated, we gotta put on some hot jams and get to work! We've got bonuses to make!
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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