Devlog 7 - Boss rework and Optimisation
i now added summoning vfx (not from the sunny land pixel asset) custom made (made by copilot) sorry if it looks blurry in the image but it looks clearer and more cleaner in the actual project
the boss now has 3 moves,
- fireball - its main attack, which does damage…..
- tail swoop - the jump slam has been removed due to lack of animation that logic switched to tail swoop which stuns you
- summoning which summons elites (with the new summoning vfx i made)
- significantly overhauled boss
*still loads of bugs for the boss prob gonna change the map so its more flatter and more boss-friendly and prob gonna nerf it soon
optimisation
now lets get back to optimisation
- the game now auto-saves every 12 seconds and not every kill or every level up. this is primarily to avoid multiple disk writes every time you do something so people with lower ends hopefully can manage it
- reworked enemy progression to scale by wave instead of player level, added spawn telegraphs
- added pooled fireballs: pool size 8, max 4 active, 1.75s lifetime, new cooldown curve with a 0.25s floor
- replaced cherry group scans with tracked active counts.
- switched the renderer in project.godot from Forward+ to Mobile.
- added a simple tutorial like really basic not much only like level up, stomp an enemy, fire a fireball at an enemy im gonna make it more advanced soon
notes
also tommorrow ill be going on holiday for a week - i wont be devlogging or working on the gaming in this time 🚢✈️
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