UPDATE #4 The Daemon Frontend
Overview
I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon.
Fine Details
- i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug
- i added text wrapping to Daemon descriptions so that long descriptions dont overflow
- added a sell value to daemons and linked it to the credits display
- lines between daemons and balls fade out
- made is so that the line picks a random starting point on the left side of the daemon
Next steps
I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls.
I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.
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