Worked on the save system, now that I'm able to add multiple enemies. The loading system will be more work though.
Saving levels KINDA works now. I haven't figured out how to serialize structs yet, but that should be difficult.
Did about 4h of work on the editor today. I eventually hit a point where i'm not sure i'm doing things the right way.
I originally thought of having an in-game level editor, but I'd have to handle user i/o and I don't really want the players to create levels. It's more of a tool for me to develop content, so I'm going to need to redesign some of my save/load system.
Another potential issue is that I eventually want to save/load into the Resources folder of Unity, but that folder is read-only at runtime. I can still save stuff to it, but it won't show up until i rebuild the scene. I may get around that with good resource management, but it's still counter-intuitive.
I've been thinking about how to design a very simple wave editor for the shmup, and I want something very visual. Right now, my wave system is setup through the Inspector window, by adding specific amounts of specific ships and waiting a specific amount of time after that.
I want an editor where I can draw paths, have the ships wait, shoot, or wait and shoot at the same time. I want to be able to create basic pacing, and test it out on the go.
Got some new tiles for the editor and started implementing a smarter brush. I want it to paint from a pool of similar tiles (dirt, grass, sand, etc.) And randomly paint a tile from that pool.
It means there will be a bit more of a setup phase when adding tiles, but it'll make prototyping reaaaally fast.
Short post because i'm sick, tired, and working two jobs.
I'm still doing backend stuff. I'm refactoring things so that I don't instantiate one object per tile, but instead draw to a single mesh. I reaaaally wish Unity's new Tilemap system was available already, but I'm still making progress.
Happy Friday ya'll!