Blog:
Where I track my Progress and logged hours.

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Where you can obtain my completed projects and steal my rules for First Blood.

Project #9 Day #6

8 hours, prefabs...

Yesterday I started establishing prefabs of the tile blocks used in the game. Little did I realize that once a prefab is part of a new prefab or any change is made to it, it doesn't sync up with changes to the prefab definition. That renders a good chunk of hours obsolete, but better now than later.

Created potential spawn prefabs for jars and coins, for blocks that don't have fixed spawn positions. Chests are now in the game, need work on the mimic side but its all set up for it. Chests have a 50% chance to be a mimic, then a sliding percentage chance to be a royal chest. The odds of the player seeing royal chests increases as the players gets farther. The player now tracks how far they have traveled up. Coins without predetermined value assign themselves value based off how far the player has traveled up. Chests have worth that scale off distance. Jars now have a consistent randomness to their contained coin amounts. Launchers now have indicators for their movement path. Art harvest forever. Started trying to get specific on a couple prefabs but that thrown out now. Work has started on a generic object that I'll use to instantiate my prefabs and assigned them contained objects. I'll make my block prefabs out of those so I can tweak my tile and hazard prefabs without breaking all my work again.

Project #9 Day #7

Project #9 Day #5