Devlog pt. 4- new battle system


Transcript:

Hello everyone! So, January has ended, and I have made a weblog every week for a month. That is quite an achievement, I'm a bit proud that I made it this far. But can't rest on laurels and have to work on more games and devlogs.

So what have I done this week? I decided that my combat system is not good, so I remade it to be auto battle style like in Loop Hero. Now heroes and enemies have their attack speeds and attack when they have time to do this. I think it looks better. Also I am thinking of getting multiple heroes. You start with the one and then gain additional ones, but that is after MVP is done. 

Also I have made that board regenerates after I have changed level, so player now get different enemies when exiting through the portal.

Ok and it's time for tea time with Arvis and this week I want to talk about spaghetti code. First thing I want to establish is that you can never reach a situation where your code will be super nice and clean its never black and white situation there are at least 50 shades of gray.. Also diminishing returns work on programming. And clean code takes longer to make, so time is money. 

I want to make couple of points:

  1. The more people are on the team, the harder working with unorganized code becomes, if you are solo developer, you probably remember all the gotchas
  2. Some people make all this abstraction thing up to 11, as ex-Java developer I still have nightmares of these SimpleBeanAwareFactory 
  3. On the other hand, lots of gamedev channels are made by people who barely start programming, so they are filled with beginner problems like all public variables, one letter variables, too long methods and many other things.

So in the end what should I do? The answer from my point is simple, JUST DO IT! Doing something beats doing nothing. Just be sure to learn and improve. That is the most important thing.

And that is the end of my rant, thank you all for watching!

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