Day Seventy
After yesterday’s… disappointing amount of time spent working on the game, today has been an astonishing improvement.
I’ve been through every single boss there currently is and fixed the issues surrounding the end of the level. I’ve added achievements, Steam leaderboards, Newgrounds leaderboards, I’ve made a cool build tool that lets me choose which levels to include and enable/disable certain features. Today I have been 🔥 on 🔥 fire 🔥
I can hear you, you’re saying “but Chief, weren’t you supposed to be doing a full day of work on the Heptagram? Isn’t content the biggest priority right now?”
To that I say…
Oops. Well, all this stuff is incredibly important and I thought it would take days. It also adds a feeling of “completeness” - I no longer have to play around some fairly significant issues (hey pentagram bullets that occasionally shift and hit me out of nowhere, screw you).
In case you’re interested, the major issue around boss death was broadly caused by how I start and stop coroutines… Sometimes. About 50% of the time I started coroutines the usual way - StartCoroutine(SomeCoroutine());. The other 50% I used my fancy corutine runner - SomeCoroutine().Run(); - which is basically there because you can’t run coroutines from objects that don’t inherit from MonoBehaviour. It’s usually great, but when I’m stopping coroutines, i.e. to kill all the animations and boss patterns when a boss dies, I use StopAllCoroutines, which stops all the corouintes on the current object. This works perfectly on the coroutines I started normally, but my fancy coroutine runner has its own seperate object - so any coroutines started with Run() just didn’t stop. Hence bosses behaving badly when they died.
People tell me I’m clever, I rarely believe them.
What’s next?
Some real Heptagram progress, I swear.
I hope you enjoyed reading about my Polyfury progress. If you have any questions or thoughts, please feel free to leave a comment below. Thanks for reading, and maybe check out the demo: