Submissions from 2025-08-25 to 2025-08-26 (2 total)

  • Rebalanced all 4 actors types
    • Health to 3 hits and 6 for the big guy
    • Incremented damage of projectiles to make them more threatening
    • Lowered giant damage output considerably
  • Lowered I-frame after getting hurt to .75 for the player
  • cleaned up some unused methods from the child class of enemy actor base
  • Started with enemy health bars
    • found some trouble along the way mainly with how exaclty to keep the active actors in a single collection while keeping things as decoupled as possible
    • healthbar created and made simple stylization prototype
    • healthbar can now be filled and match a specific actor’s health
    • healthbar is now capable of being placed at a specific position screen pos
    • the is now set to a anchor on world space not necessarily dependent of the actor
    • Pending figuring out a way to only make them appear when an actor has taken damage
  • Realized that i must pool my actors
  • Must make the corpses disappear after a while
  • need sound effects when actors get hit BUT independent of the hitInfo SFX pipeline to keep things decoupled and easy to iterate without breaking working systems. this applies for the protagonist and things that could be damaged later. consider abstracting damageable interface such that it can also call these generic systems
  • Created more prefabs so that i can quickly create other testable scenes, and actual playable levels without ahving to duplicate the scene entirely.
    • perhaps it would be nice if i could make some object that spawns whatever is needed for specific types of gameplay in the future 🤔

Pretty productive albeit only two major featuresets!

I've been working on some major refactoring to improve the codebase. The focus has been on implementing a proper Object-Oriented Programming (OOP) workflow to make everything more structured and easier to manage.

  • Reworked Player.gd from the ground up: I've completely overhauled the player script to align with the new OOP workflow.

  • Major changes to combat_actor.gd: This file has received significant updates to adapt to the new OOP principles.

  • Created ActorBase: A new base class has been created, which will serve as the foundation for various actor types in the game, improving code reusability.

  • Updated Health Component: I've changed the Health Component to use our new standards for emitting signals, which should make communication between components more reliable.