Submissions from 2018-01-18 to 2018-01-19 (2 total)

Well I solved the 'cant kill blobs that are on top of traps' bug. It was a logical error on my part, and I'm pretty 'okay' with it as far as bugs go. Then I noticed a very similar bug where enemies that moved onto a trap on their turn wouldn't die ... sometimes .... Sometimes they would. That turned out to be a race condition with syncing up 2 parts of the ability visualization: the animation (which fires an animation event) and the delay I configure into the ability. Basically, if the length of the animation was equal to the delay, it would almost always work. Except sometimes it just wouldn't. I made the delay .05s longer than the animation takes, and it seems to be 100% reliable (in an admittedly small test).

But the bugs didn't stop there. I found a bug where, if you manage to kill yourself on your turn (walk into a trap with 1HP) you don't technically complete your turn, so the game hangs. This is less consequential for the player (game would be over anyway), but it is also true for suicidal blobs. I added some more logic to the TurnManager to detect this case, and it seems to be fixed. But I'm getting kinda leery of all the bugs I've seen in such a short amount of time. I think I might have to refactor exactly how generic my Ability system is, in the name of reducing bugs.

I tried implementing poison today, but it is not possible with my current system, so I'm going to take a think break tomorrow and then implement a new system. I'm going to refactor it and delete a bunch of old stuff (maybe I even branch on my git :D)

I'm also thinking of refactoring inventory handling.

right now everything is so convoluted, very hard to get into.

see the changes here:
https://github.com/Papiertig0r/Alchemy/commit/421feb1d946e89c5532a2670a3eb01ec41e53e1d

no visual thingy so no gif