Last Sunday, I added some placeholder sounds for the Level Complete animations.
I would have liked to get it in before the last Devblog, but I want to post consistently each Saturday night, and well, it didn’t make the build, so to speak.
Fixed a bug, which occurred while instantiating a target, close to the end of a stage. Targets are instantiated depending on speed settings, which don’t always line up to timer settings. I just ensured that instantiation didn’t occur until a time condition was met.
Also added some tweening animation and enabled an exit button when score animations are complete. Next, a new ta-da sound effect was created for Final Score Display, using a synth program, and then edited with Audacity. Then, I added code changes to ensure Boss score UI only displays when boss stage is accessed.
I wanted particle effects to be added to a user interface canvas, so made some changes to camera settings and layer sorting, to ensure particles drew on the correct sorting layer.
During my downtime, I did some paper design, thinking of how to include Avoid and Bonus targets into my target system. Thinking about how I can distribute Bonus and Avoid Targets, how to best add settings that change how many should be distributed, how to evenly distribute them, and I settled on a pretty neat solution using a weighting system, dividing the target array into smaller groups, to allow even placement of special targets.
Since I added music and sound levels to my JSON save-file, I spent some time refactoring to ensure old save script and refs were removed. And finally, this morning I fixed a score animation and particle effects alignment bug, so now they look align perfectly.
Whats Next? Well, this coming week, I will begin implementing a Multiple Targets System, including Avoid and Bonus Targets.