c-sharp

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homerun

dressed like a cat

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got planet 2 rudimentary implementation going. i had a few problems wrapping my head around this particular bit of my old code, due to not having looked at it in almost a year.

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two steps forward and three steps back. seems like every time i fix something, i break it later. why must this be? more problems unequipping things… at least i finally replicated the issue; it will only occur on the first stage.

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dressed like a cat

level complete 2.0

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two steps forward and three steps back. seems like every time i fix something, i break it later. why must this be? more problems unequipping things… at least i finally replicated the issue; it will only occur on the first stage.

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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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level complete 2.0

consumption function, wtf-tion

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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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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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consumption function, wtf-tion

creative angst

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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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entered another phase of indecision shop system seems to work, although it still needs UI animation the gameplay itself also needs balancing; to address this i have begun leaning on my favorite pillar of design philosophy, research!

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