Development Log

I hear people call them blogs nowadays.

level complete 2.0

the level complete screen now displays loot obtained during the level, it seems to work. the list of lootObtained is in the Playercontroller class and it gets reset in both the Save/ResetStageGrowth methods.

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hey self

note to self: all hell breaks loose on title and map if the LevelComplete animator parameter is set to displayed i wonder why?

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consumption function, wtf-tion

added logic for resetting the player’s inventory/equipment on death to the state it was when the stage began my first thoughts were to add the items consumed to a list when used, then add them back into the inventory on retry, but through further consideration i realised there would be issues with equipment and that i should probably save/restore that along with the inventory.

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make it make more sense

you’d think this sort if thing would be more obvious from a design standpoint, but it’s the kind of thing you need to learn first hand or have previous experience, i guess anyway, after questioning the entire health orb mechanic now that healing inventory items work, i came to the conclusion the drop conditions should just be adjusted.

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