This content originally appeared on DEV Community and was authored by Bain
Nearly a full week of dev! ooof!
No morning coding But managed to use my lunch time to start on getting levels implemented. NGL I am feeling pretty burnt out already! unsure if it’s because it’s a Thursday and the week and heat has got to me. Maybe it’s just all the llm arguing I’ve done.
What I Did
- Created levelling mechanic, dynamic and configurable
- Created tagging mechanic. This will eventually enable your tale to be themed based on your run.. it’s in place but unused for now.
- Created save and continue
- Created level complete panel
- Added countdown to all “back to snake mode” panels, I’ll eventually expose this into the options.
- Created a prefab for panels so at least I’m not copy pasting / starting from scratch
- RIPPED OUT ALL THE SAVE AND CONTINUE! oof, that’s grim to say. But it was causing so much grief of back and forth with Gemini that it was just way easier to rip it.
- Started to figure out a way to try and automate some of the relic mechanics.
Thoughts & Challenges
- Saving was painful! ran into multiple issues but mainly around what objects are alive etc when the game loads.
- Saving was really damn painful…
- Saving was so damn painful it just got stripped.
What’s Next
- More aesthetic stuff. my game board, snake and tiles no longer fit this more fantasy setting.
- More SFX tweaks. again my ingame sound doesn’t match my ui sounds.
- MORE JUICYNESS!
Screenshot or Gif
Bit raw tonight, haven’t got the time to test the game given the current state of the save game rip out.
Vibe fails
- The final load game solution.. for the “final” time. Reminds me of when you’ve got like “myactualsuperfinalprojectV11.” as a filename..
Thanks for reading!
This content originally appeared on DEV Community and was authored by Bain