Streak Club is a place for hosting and participating in creative streaks.
a match3 game!
can't really say much about it unfortunately.
learning how to use And leverage the excelent Feel Asset. π€
it looks like for some of its features i have rebuilt them without knowing i could have leveraged them...
Bug Fixes & Code Quality
Performance Optimizations
interruptProtectionTime parameter to prevent audio excesive overlapTechnical Improvements
Another productive day of refactoring and optimization! The new audio architecture should make future development easier, and maintainable systems i can reuse among different projects . π΅
Quick refactor now that it works well for the player depending on the damage moved it to the base class for actors
short breakdown
other stuff:
Even added a specific sound for the death of the dog but im not really satisfied with that. tomorrow probably going to work on the other feedbacks and actual gameplay stuff - a single day on sounds was enough for this month, otherwise might work on a the side project i got a match3 game I've been making w/ a friend π§
The time reality:
Finding dog-specific sounds... That's days of work, not hours. also I find it not hard to stay on this specific type of task for some reason they just don't flow for me, I'd almost even say they kinda break momentum but since they were part of the feedback i got on it rather than delay it further π€
HurtSoundDatabaseSO system with weighted random selectionDamageInfo to thread context through all actorsWent full on the hurt sound system today!
What started as "just add a dog hurt sound" turned into architecting a complete audio feedback infrastructure. Dependencies man. π«
Planning feature for pooling on actors and corpse removal from the enemies. Just thought up stuff and made some small modifications and removed unused code and todo comments no longer relevant. Game development is a marathon not a race, it is important to have time to rest to continue .
Last night I had a migraine and it kinda messed with my sleep schedule and cascaded into lower productivity today.
Got some proper rest and when I finally got to work I did actually manage to get some proper progress done for the day!
The previous version of the game had walls and enclosed rooms and as such it was impossible for a projectile to never return to the pool or so i thought.
When I reload the scene any projectile from player or enemies still in the world would become untethered to the global pooling system of projectiles which is a big nono. I was creating memory leaks!
Started as what I thought was a simple 3-effort bug fix but ended up touching like 6 different interconnected systems. Classic case of "oh while I'm here let me also fix this other thing" π€
About 4-5 hours total (curse you tension headache), but totally worth it for proper memory management. No more projectile ghosts floating around when I reload scenes!
Nearly ready for more playtesting without worrying about mysterious null refs π»!
had a slow day today but managed to get the healthbars properly updating when an actor takes damage, and so that the healthbars are only present if an actor takes damage or is healed and the healthbars return to their pool the moment the actor dies!
πͺ
screen posPretty productive albeit only two major featuresets!
organized some of the feedback i got yesterday into notes today getting ready for this coming week sprint ! Looking forward to iterating as fast as possibleπ
Things i noticed turns out computers without a dedicated GPU struggle with the game ONLY if. The game is Fullscreen but particularly if the game has got various post processing effects. The enemies damage is too low, playing and aiming with a track pad appears to be quite difficult but people remain engag d in the game for an avg of 15 minutes and despite them dying and failing they still want to keep on trying .yet another good sign ! I think i can bring back the proc gen now but actually make it work with room arena layouts rather than room dungeon layouts as much π§ ... Gotta make some more changes and playtest to get an idea!. Looks like the settings menu will need some options now to toggle the post global post processing or figure out a way to get it to work on low end devices. I even got the recommendation to make it into a mobile game which makes me wonder ... Why not? π
trigger entry or a bound check its fine for this case since we're on a plane if i need more specific things i can worry about that later π€Bounds-KillBoxAliveActorsManagerenemyKilledEvents I could create some sort of dynamic authorable rules that checks for what actor died compare it against arbitrary rule sets that change and that way i could create a simple quest system!ms of processing when reloading domainWatched some videos on level design and started reading jesse schels the art of game design
Today's playtest revealed. Firs that a player remains entretained with the loop as is with the new enemies and animation tweaks for a whopping 20 minutes and two playthroughs so arena survival feels interesting .
Started implementing a killbox under the world . And the feedbacks i got is that the game needs more sfxs
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It no longer uses event architecture to follow but rather polls from a shared scriptableObject that contains a neat little no memory struct for the hit pos & the direction relative to the palyer ... could be used to have multiplayer like in the throne that happens to be nuclear βοΈ
related task !
Spent part of the day organizing tasks for the morning and visited my grandparents had a great time in family and even managed to show them the game!
only managed to do one task related to my game, however did manage to improve my notetaking, adopted iso format for daily note taking , modified all obsidian plugins to work with that and even started using timewarrior to track tasks as well and plan out some rust cli app to automate tracking things as a redundancy within timewarrior
fidxed a long existing bug with the sword tween in an unexpected way honestly lol
just removed a callback and commented out a line and i was surprised to see it be fixed
joined 262 days ago
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