Dev Log 2
Virtual Boundary System I implemented a virtual boundary that surrounds the player, preventing tile generation, placement, or removal beyond this boundary. This ensures that the player remains within a defined play area.
Invisible Support Tile Originally, when the player removed the bottom-most tile, the character would continue falling indefinitely due to Rigidbody2D physics. To prevent this, I created a new invisible tile (inheriting from the Tile class) that acts as a fail-safe floor, allowing stable gameplay even when bottom tiles are removed.
Tile Placement Visualization There was previously no UI to guide the player in placing tiles. I added a visual feedback mechanism that shows a preview of where a tile would be placed as the player moves the mouse, enhancing intuitive interaction.
Tile Collision Prevention When the player attempted to place a tile in an already occupied space, overlapping glitches occurred, including situations where the player became stuck between tiles. To resolve this, I added a validation check that prevents tile placement if the target position is already occupied by another tile or the player.
Jumping Bug Fix with ‘Feet’ Collider A bug occurred where the player would repeatedly jump due to failing to properly detect contact with the tilemap. This was resolved by adding a small ‘feet’ collider beneath the player to ensure reliable ground detection.
Persistent Game Engine via Singleton Pattern Switching from Scene 1 to Scene 2 traditionally causes all objects from Scene 1 to be destroyed. Cloning game mechanics between scenes made the game heavier and inefficient. To solve this, I implemented a Singleton game engine object that encapsulates key systems and persists across scene transitions without duplication.
Underground Visibility Limitation Based on feedback received on April 15th, I implemented a visibility limitation for when the player is underground. This prevents players from easily understanding the full map structure too early. I created a black circular sprite with a hole in the center that follows the player underground, simulating limited vision. Additionally, I am designing a “fog of war” system where previously visited areas remain lit, adding a sense of exploration.
Leave a comment
Log in with itch.io to leave a comment.