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6h 15m 4s logged

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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