Massive Code/UI Overhaul
Completely rebuilt basically the entire game. Literally every piece of code more or less got sent to the shredder (I mean, I still have it, I did this as a new project, but I imported very little). There's still no player AI (I did have slightly more success than last time, but it's still dumb as a rock) but the UI is so, so much better now.
Pushing this out so that the card based bullet pattern system can be fiddled with at least a little bit. Got stymied by trying to serialize things as Json, unfortunately, so patterns can't be exported (without the Unity Editor, at least, in the Editor I can create new ScriptableObject assets real easy). There's still issues of course (uh, don't insert a really long span card before another card, you won't be able to get that other card back... yeah I need to add a scrolling view and clamp things), but it's a much better design (also works best in full screen, there's some mouse position calculations that don't work right otherwise).
Here's a debug view of the trained AI in a test environment. It's about 4:1 gems to bullets in terms of what it collides with, best I've ever gotten... but it's not great.
And yeah. I totally walked off with the polychrome effect from Balatro. I'm not even entirely sure it'll get used, it was just really cool and wanted to translate it into a Unity shader. The boss ship graphic was generated by AI; its really gosh dang hard to find things that have the right feel, orientation, and aspect ratio.
Bullet Boss
You're the boss. Make the player suffer your hellstorm.
Status | In development |
Author | Draco18s |
Genre | Shooter |
Tags | 2D, Bullet Hell, Roguelite |
More posts
- Feature WorkJul 14, 2024
- Quick Rough Demo BuildAug 02, 2023
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