Devlog #18 - v0.11 - Cleanups
Code Organization
At the beginning of this month, I focused on removing stuff that wasn't being used. I had a social system that I had used in a previous game for mobile for example. Just isn't necessary for this game that is PC only.
I also cleaned up my namespaces. One I call Src and another called Lib. In both cases, it was code that I wrote while working on the project.
The code in Lib is code that has no dependencies on the project and could be ported elsewhere. An example would be the ScreenFader class. Which simply knows how to fade in and out from a color.
The code in Src is highly dependent on the project and should not get ported. An example would be the Game FSM states or the Battle System.
Tutorial Window
I finished the Tutorial Window. It's in a separate place now. Still needs polishing but for now, I am happy with it.
Records Section
I also added a records section to the level select. It will get populated with more info later on. You'll be able to see how well you did on the level and the badges collected.
Next
As I mentioned last month, this was gonna be slow progress. I'm happy that I was able to improve the game. It's way more stable and I'm motivated to keep going.
See you next month!
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Yurei
Yurei is a top-down, arena-style slasher game. Slash, dodge, and eliminate those that stand on your path for revenge.
Status | In development |
Author | Bright Flask |
Genre | Action |
Tags | Arcade, Difficult, Fast-Paced, Hack and Slash, Swords, Top-Down |
Languages | English, Japanese, Portuguese (Brazil) |
More posts
- Stage Designer Tool and Castle Stages Improved (Devlog #40)17 days ago
- Overhauled Forest Area and Refining Boss Behavior (Devlog #39)52 days ago
- I wish I organized myself like this before...! (Devlog #38)73 days ago
- Devlog#37 - Reminiscing 202395 days ago
- Devlog #36 - Steam Wishlist Trailer, All bugs squashed, Database Reworked!Dec 04, 2023
- Devlog #35 - Steam Page Launches!Nov 05, 2023
- Devlog #34 - All Cave Stages Balanced, New Popups, and New Player Facing Indicat...Oct 06, 2023
- Devlog #33 Constraining the camera, Milestone approach, and Textmesh Pro! Plus...Sep 03, 2023
- Devlog #32 - Cutscenes and All Audio Hooked Up!Jul 08, 2023
- Devlog #31 - Localizing Strings and Improving StagesJun 04, 2023
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