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Devlog 10, 8/1

Already August! This year has flown by. Today, some progress was made, but other progress was not made in the same sense. I coded in some flags to help with the spawning.

Every time an enemy is spawned in with the spawning script, 10 is reduced from spawnamount, and that once it is less than or equal to 0, stop spawning. Which means with a spawnamount of 30, only 3 enemies spawn in.

Everytime an enemy's queue_free is called, 10 is reduced from the WinCondition. So, after 3 enemies are killed, the game unpauses a timer that waits 3 seconds then switches the scene to the victory scene. I felt rather clever writing this on my own, as I have largely been dependent on google searches and tutorial videos.

Unfortunately, my largest problem still seems to exist: The enemies that are spawned in do not fire their guns. I have a feeling it is because the main tutorial I followed tied shooting logic to the enemies being avaiable at scene _ready, and not enemies that are spawned in after the fact. Which means I need to find a way to refactor the code to my needs.


Which I do not know how to do. Everything about the above script simply doesn't work for spawned enemies. I'm almost certain I need a func _process(delta): to set the flags of the spawned in enemies, but creating that code with the above does nothing. I am feeling so lost.

If I cannot solve this, then my game is dead in the water effectively. I will have to reduce the scope from 50+ enemies, to just five enemies per level. Which kind of makes the game significantly less... fun. Still technically a game, I guess.

It has been a tiring day at work, and my brain was already sore before trying to debug this. I am feeling exhausted. Sleep time.

Devlog out!