Devlog 3
02/05/2025
Welcome, to Devlog 3 - Train edition.
Today's coding session is brought to you by the department that governs the bachelors' final english exam, and the need to have the physical certificate. Not a copy, not a scan.
2 Hours have been spent on pickups, and enemies dropping items. It *almost* works, but the pickups are behaving weird.
04/05/2025
Train internet wrecked my devlog, so this entry is gonna be low effort.
Fixed pickups :)
(Child collider trigger triggered parent trigger event)
Tweaked with picking up speed curves - i like the above one the best
05/05/2025
Today was terrible. Not much was done even though I spent like 7 hours working. I've painstakingly implemented damage numbers, only to not like them, so they were scrapped and then everything broke.
Why? I don't know.
It all started when I decided to implement item obtaining instead of just cheating them in, I've removed the item obtaining when opening the inventory and implemented a level-up and xp mechanic, that grants you an item when leveling up. I have the setup for rarer items, you also get to choose 1 of 3 items. Then, everything crapped itself. For some reason, when I've had item pickups using the _player.Pickup() method in the Player script, it worked. Once I moved it to the leveling manager script, it stopped and I couldn't figure out why. After like 2 hours of debugging, I've finally stumbled upon the reason:
If a necessary reference was undefined, I intended to find it using FindObjectWithTag() or something, but foolish me! I've been checking for it being undefined using if(_player is null){} which didn't work for some reason, so after I changed it to if(!player), everything started working smoothly :)
08/05/2025
IT'S ALIVE!
Took about 2 hours, gonna mess around with behaviour trees later today
You can now get shot and die! Yay!
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