Gatekeeper Bubble Blow Fix
For this week’s blog entry, I should probably go over the process of researching and fixing the level transitions. The only problem is I no longer have the willpower to dedicate brain resources to that topic. Instead, I am going to cover a smaller topic that I worked on for the beta that was elegant and efficient. The Gate Keeper (boss 0) has an attack where he was supposed to summon a bubble from his mouth. Before my fix, this bubble could spawn at any y-position across its wave’s magnitude. This was a small issue and no play testers I've spoken with have ever mentioned it. As someone so invested in the project, this is just one of the those details I would not let slide.
To achieve this feat, I first had to figure out why the bubble was spawning at various y-coordinates instead of the spawn point on the boss's mouth. After doing some research, the way I was setting the bubbles position each frame (including its starting frame) was using our in-game time managers frame time. This time was simply determined by the amount of time that has passed since the scene was loaded adjusting for any adjustments to the time scale at runtime. If the bubble was a constant fixture of the room, this would have worked just fine. Since the bubbles are spawned at various times during the fight, it was uncontrollable where it's y-value would land when being instantiated. To remedy this issue, I made a specific frame time for each bubble when it is instantiated so that they always spawn at the right position.
Disavowed
Status | In development |
Authors | King Studio, Devon0033, Mike_Sroka, Michael-W-Smith7 |
Genre | Adventure |
Tags | 2D, Action-Adventure, Metroidvania, Unity |
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