Updated lobby decor and tweaked the ui of certain rarity effects
Spent all this time trying to add Tower Rushes to the game, where you get to do almost every tower in the area back to back as the ultimate challenge.
I’ve noticed a lot of my older cold was simply not built to handle multiple obbies done in series so I had to additionally go back and refactor and refine all of the main server functions so that it could function correctly.
There were also numerous bugs relating to values being carried across towers, so I made secondary values that reset every time you beat one tower and go the next.
I realized that I had never added Pluto in despite me saying I did so I went ahead and properly added it. Pluto is unique because its barycentre exists outside of its surface due to its main moon Charon, additionally the two are tidally locked to each other!
I additionally patched up some minor bugs here and their that might affect user experience.
Completely overhauled how this game manages the player’s data.
The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately.
When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has.
Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system.
Optimized game to run on static coding via –!strict type-checking
Update 1.0.4.4
Additions:
Fixes / Changes:
I thank those who have found bugs which has made it easier to make the game easier for newer players to understand
Created a idle animation for Pibble that currently occurs when you stand still, it’s at 8 FPS to emphasize the line boiling effect!
Additionally I’ve re-organized the sprite sheet so that each action takes up a separate row rather than me squishing everything together. This was entirely for the purpose of convenience for whenever I decide to update or edit the animations
Updated the main menu significantly. I’ve started making a UI theme which is what the buttons use, alongside updating the logo to use a newer more cleaner version than what was there before. Although minor I updated the infinite scrolling texture to use exported variables which means it’s not longer hard-coded (yay now I can make any sprite scroll at whatever speed/direction I want!). Moved things around and threw in some particles in the back and ta da here we are.
In the empty space I plan to add a big interactable Pibble! (You’ll be able to wash his belly)
Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby)
Additionally added a new tower alongside reworking some older UIs
AURA!
That will be the main mechanic of Pibble Rush, therefore I added a keybind to utilize aura (right click or “O”). The dash trail now only appears when dashing while using aura, any action done with aura will be stronger than it’s non-aura counterpart.
Aura has a limit though, if you use up all your aura you have an “aura burnout” which prevents you from utilizing aura for a certain amount of time.
Added directional dashing to Pibble! I used some inspiration from Celeste for its concept.
There was a bug that allowed you to dash infinitely in air and would also stack velocities which made you REALLY fast. I fixed this by making it so that you can dash only once in air and having the ground recharge your usage (also inspired from Celeste!).
Additionally I’ve put my movement functions on their own because before every single bit of the math and checks were done in one really big physics loop which I did not like.
Next I intend to patch up the trail effect so that it matches the main sprite and its direction too.
As per some feedback I tried to increase the turn rate to make the movement feel more responsive, I’ve also added a input for attacking.