Day 16
Done today
- Printing the reason why the mission failed.
- Managing “negative” mission objectives (i.e. failure on a specific condition, like time-out).
- Added (and managing failure) on a “Complete in X time” mission objective.
- Current mission objectives status properly refreshed when popping the pause popup.
- Added popups for mission success and failure.
Mechanics vs. Content
I had a lot of fun implementing game mechanics since the start of Devtober. However, I realize that what is harder for me, is all the “content” stuff: creating enemies, levels, missions, etc. I think that it’s because it’s easy to know when a mechanic is properly implemented, but for the content… It’s not like you can test it to see if it works as it should. There’s a lot a subjectivity there. I guess my background as a framework developer is really showing here.
What’s next?
Tomorrow, I plan to work on the following:
- Handle the remaining objective types.