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Sheparba

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A member registered May 05, 2025

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Today was a grind of implementing features and fixing bugs... so many bugs... more refactoring of the code occurred, but we fixed a lot of poor coding practices originally implemented and made it VERY easy to add new characters to our game with fully unique skill effects, and the potential for enemies to have skills in the future.


By the end, we had 5 characters, 4 enemy types, sounds, health bars, basic attacks generating resources and skills spending resources.

the overall game is a Roguelike that starts with a Character-select of 5 toucans, then you start in a Battle. After beating the battle, you are sent to a map scene where you are given 3 choices, randomized out of "Battle, Occurrence, Shop, Rest",

Battle is another battle

Occurrence currently adds another random Toucan to your party (more stuff later with extra time) with a max of 3

Shop lets you buy upgrades for your current party with currency from battles

Rest fully heals your party

after 20 maps entered, you get a Boss battle with a Jaguar, and that is the current end of the game.

There is one current major bug at time of close-to-submitting where when we loop back to the "Character select" screen after losing, Unity throws an error and breaks. We plan on looking into this for smooth gameplay later on, but for now if you lose or win, you just have to quit and restart fully.


signing out and passing out

AAAAAAAAAAAAAAA 

We went through two full refactors of our code. 

First, we wanted to fix a issue we had with Characters knowing a list of all Characters in the scene , so we stopped using our "Unit" ScriptableObject for things, and switched everything over to Characters.


Then we ran into a funny little bug that completely crashed our Unity Editor, and talked with Dr. Williamson and Harvey for like, 45 minutes, and eventually debugged our way into an issue that our characters were all referenced as "null" (despite not being null), because we were using it as a MonoBehaviour.


This started our second full refactor of changing Character to a regular C # class, and creating a new CharacterView class that handled the parts of Character we wanted as MonoBehaviour. After fixing some more minor bugs, we finally got this to work!

Whoops, running a little on submitting the talk for Friday, we were on the grindset before we fell asleep.

The best thing we got accomplished yesterday was a character-select scene that you can click on a sprite of the toucan you want to play as (for our 2-D Toucan Roguelike) and that toucan will be added to your playerList to be maintained throughout the runtime of that run attempt. So far, we only have one Toucan, but the code is modular so it should be as simple as drag-and-dropping whenever we add more Toucans.