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Thursday, May 29, 2014

Scrapped: Enemy Tracking Decoy Spell


     Confound these blasted Decoy ponies. I tried and tried but my list of workarounds are only making a mess of the game. I wanted level 2 & 3 Decoy spells to be able to turn towards enemies one way or another but long story short it's better to just drop it before I waste another day trying. I simply readjusted the upgrade perks so that level 1 just attracts enemies, level 2 shoots, level 3 has more shots and is stronger, and level 3 has even more shots and power.

     I hate seeing this feature go, but there's a lot to do if I want this game to come out this year. I have to decide when to cut corners in the least painful ways possible. This is another one of those times. I'll definitely be keeping this idea in mind if I ever do a sequel.

Wednesday, May 28, 2014

Gushing About: Glover


     If you remember this game, give yourself 10 cool points. I assume you grew up in a time where Pokemon was the greatest thing ever and Spongebob was actually funny. Glover is a pretty obscure game by good ol' Hasbro and is responsible for numerous nightmares and impacting my imagination. to find out how and why, read on below.

Tuesday, May 27, 2014

Further Combat Improvements


     Something I'm adding to Unicorn quest before the next video is a satisfying critical hit indicator. With every hit on an enemy there is a small chance of your attack doing double damage. When that happens I'd like there to be a little action popup over the enemy that says "Critical Hit!" and vibrates. There's also the issue of deciding how leveling up should look.

Monday, May 26, 2014

Restructuring Spell Code


    It was a thought in the back of my mind but the consequences are coming up. I coded the spells' stats inefficiently by making them all share a single set of variables that change every time you switch. This allows a glitch like this: shoot a blast spell, switch to pyre as it's flying, blast does pyre damage. So instead of that mess I made it so each spell keeps track of it's own stuff when it's created.

     I use a few arrays (boxes where I can manage sets of data) now instead of variables. Those arrays switch spots when spell slots do and this way I'll have something constantly keeping track of which spell has which stats and upgrades. Now the spells can figure out how much damage they're supposed to do when they pop into the world.