Fiancée Game – 06 – UI Work and Combat

Estimated Hours of Work Since Last Update: 12 to 16

   Unlike the past few updates, I’ve been putting a fair amount of work into Fiancée Game over the past few weeks. My goal is to get something playable in her hands by the end of July. I’m fairly sure that if I really bust my butt, I could have something playable in her hands by the end of next week.

   I don’t want to say that this post is going to be massive, but there’s a pretty decent amount of stuff to go over since last post, so, y’know, hold onto your butts, or something!

UI System
   I’ve moved all existing UI elements over to the new UI system introduced in Unity 4.6 (we’re currently in version 5.3, I made most of these elements before Unity 4.0 released) and gotten them jiggered so that they properly place themselves dynamically on the user’s screen.


All elements of the UI dynamically place themselves based on resolution.

   Most of the elements were easy enough to transition over, but I had to reprogram the minimap in its entirety. It was something that needed to be done since the previous method I used to draw tiles was hardcoded to the size of the minimap and was something that I’d always intended to replace.

   While the minimap looks and functions identically I can now, with the re-write, make it scale to be as large as I want it to be. This scaling will be useful later on when I implement a larger ‘world map.’

   I implemented health and energy numerical displays to the player portraits. I’m hoping to eventually get status effects on them, too. Think Baldur’s Gate minus the red coloration on the portrait itself.

Music & Sounds
   I’ve added rudimentary support for a music player to the game. I’m planning to expand it to play music based on where the play is in the world. I don’t expect this to be too difficult to implement since I’ll likely just be reading what music to play based on the tile the player is in. I’ve already added music_Exploration, music_Combat, and music_Boss elements to the dungeon system so it shouldn’t be too painful to hook this into the music player. It’s definitely something low on the priorities list, though.

   I eventually also want to hook the ability to play sounds into the message system. This will mostly be used in combat to play sounds when attacks hit or miss, and when abilities are used. I could also use this for adding sound effects to certain cells when the player enters them.

Combat
   The combat system has seen the most work over the past few weeks. I’ve implemented a rudimentary combat loop and enemies now fight back (currently only with basic attacks). I’ve also finally gotten around to implementing enemy name displays and even threw together a (poorly drawn) health display system for the enemies you’re facing in battle. I still want to add some visual feedback (blood splatters, enemies shaking around when hit, floating damage numbers, et cetera) to combat to give some feeling to attacks and whatnot.


Fite me IRL, ye scrubs!

   I currently need to implement a victory/defeat screen so there is a chance for the player to obtain precious loot from defeated enemies, or taste defeat after a total party kill. I also need to stop putting off the implementation of the player’s companion.

Bug Fixes & Functionalizing

   The third enemy present in combat had been causing issues for a while where the game would not properly display its name and its attacks really didn’t do anything. I’d put off working on this until I got to fleshing out the combat system itself. The fix was simple enough, I was just passing a target variable incorrectly. Easy fix, but in doing so I noticed a few other bugs that had crept into the code via lazy copy/past proofing. That’s Late Night Coding™ for you.

   Player health bar displays were bugged (read: not actually displaying health) due to
changing how player health is displayed in-game. I went back and fixed
them. Also fixed a display error that cropped up when health was reduced
to less than 0 and then increased to a value higher than zero again. I still have to implement the companion health bars.

   The biggest bug I fixed was actually with how the combat system read monster stats. Early on I’d run into a bug where sometimes enemies would die even when you missed them without having damaged them in the past. I had no idea what caused this bug, but it revealed itself in earnest once I’d implemented health bars for enemies. Looking into it, it had to do with how C# (and most programming languages) handle copying data. For example, if we were to use the following code to instantiate a new object (assuming that class_Enemy is a class containing an enemy’s stats):
  class_Enemy enemy0 = new class_Enemy();

   We would expect it to create a copy of the data present in class_Enemy within the new enemy0 object. It doesn’t, instead it creates a reference. Why is this? The reason is because by default C# makes a shallow copy of data when you copy it in the above way. What does this mean? Basically this:


Thusly have we learned the value of a deep copy over a shallow copy.
And yes, I’m aware of the typo.

   What this means is that if you change a value in the reference for one object that uses that reference, it changes it for all objects that use that reference. So, if, for example, I had an enemy with 5 HP and dealt 6 damage to it, ALL enemies with the same reference would take that 6 damage.

   While this isn’t a problem in some cases like the player where there’s only one of them, it cause issues where we might need multiple copies of an object that have slightly differing stats. This would be an issue with the item system, too, if I weren’t using static items. It’s certainly something I’ll have to keep in mind in future games, though.

    Finally, I spent several hours segregated a lot of code into its own functions. This makes it easier to call for various things I might need to use it for. Dealing damage, for example, was previously hardcoded into attacks, now I’ve separated it into its own function that can be called wherever I need to do so. This is super handy and cuts down on useless code bloat. There’s still more to be done, though. Lots of old Late Night Code™ remains and needs to be replaced or optimized.

In Closing
   I’ve gotten a lot done in the past two weeks. Substantially more than I’d intended to, in fact. That said, my list of ‘things wot need done’ is still growing more than it’s shrinking. For every feature I implement I make note of things that I want to do to polish it (I want enemy health bars to have visual effects when they take damage, for example) and that bloats out the stuff that I need to do. Most aesthetic features are noted as ‘low priority’ so I don’t feel a need to rush on them compared to more important things like getting various systems implemented.

   I’m thinking that the next thing I tackle will probably be adding the player’s companion to the game followed by implementing proper victory/defeat screens in the combat loop. Past that? Who knows. Maybe some world building is in order. But before I do more building I want to fix doors being bugged…

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