Worked on the save system, now that I'm able to add multiple enemies. The loading system will be more work though.
Finally figured out what I wasn't doing right. Feels good! It also helps that I came home before midnight!
$%#*#&!^@ still trying to fix the nodes/enemy movement in the editor. It started messing up when I added multiple enemies, so that's gotta be a clue.
I haven't fixed the crap from saturday, but I'm able to have multiple paths and only show the selected one.
I broke all the things! I tried to implement multiple paths at the same time, and everything is now broke. Success!
I'm finally able to add and move ship around in my editor.
Saving levels KINDA works now. I haven't figured out how to serialize structs yet, but that should be difficult.
Tiny bit more UI done, as well as a lot of prep for hooking up the wave editor to the levels editor. It'll make sense once it's complete, I promise.
Edit: this gif is oddly satisfying.
First day at the new job, and I'm exhausted. I implemented more stuff for the level menu, so that I can now add/store multiple waves with that.
Little progress made today, as I'm prepping for my new job on Monday. Implemented more UI flow from my designs.
I feel bad for not posting anything interesting, but I'm at a point where I'm creating a lot of systems and I have to make sure they will work together.
There are also a lot of different bits and pieces to work on and I feel a little bit overwhelmed. I'm not sure what to work on first, especially since I know nothing will really work until ALL the pieces are coded.
Anyway, I spent today think about design and screen flow.
Did a bit more planning and UI mockups. Will post pictures soon.
Death in the family today :( so i didn't get much done.
Mostly planned out some stuff for the level editor flow.
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.
The wave serialization is functional. I'm now able to save wave data, with ships and their path. It's not very fun to work on, but it's a required step before I create content.
Improved my weapon system, so that i can combine any weapons into "combo weapons". Here's a preview:
I spent some time on a new particle system, and improving the way explosions look. I'm not very happy with it yet, so i won't post a pic today. Sorry :(
Did a bunch more work on the editor. Fixed a couple bugs, implemented the "speed" and "wait" actions on each node, and started working on a serialization system.
Worked on the shmup level editor some more. Decided to ditch iTweenPath for a while, so i can get a very basic thing going, and then i'll add bezier curves back. Pics soon.
I'm checking out iTween for the enemy movements. It's pretty easy to use, but i might need to modify it quite a bit. I want movement to be speed-based, not time-based (and since iTween is an animation system, it is time-based).