Final Dev Log
Final Dev Log
Introduction
This will be my final dev log, as the assignment that this project was built for is due today. While I might continue working on the game in the future, I’m not planning to actively update or maintain it beyond this point, though that could change.
In this log, I’ll go over the last few additions and fixes I made, including resolving the player duplication bug, connecting all the scenes, and creating the night transition script. I’ll also explain the major error that stopped me from completing the game loop, and finish with a few thoughts on what I would improve if I kept working on the project.
Additions
The first addition was a fix for the player duplication bug. This was happening when the player returned from the store and a second player character would appear in the scene. To fix it, I added a simple check in the PlayerInteract script to make sure that only one player exists at a time. If a duplicate was found, it would be deleted immediately. Next, I finished setting up the full scene connections. This included checking that all UI buttons work as expected and that the player can smoothly transition between the different scenes in the game. At this point, everything is connected except for the combat and night transition scenes, which can’t be accessed due to the major error I’ll explain below.
The final addition was the night transition script. I created this before I realized I wouldn’t be able to fix the error with the enemy spawning. The night transition works the same way as the day transition: it collects data from the night scene, shows that data to the player, and then sends them back to the day scene. Right now, the script exists but can’t be triggered during normal gameplay because of the issue with enemy spawning.
Major Error
The major error I ran into was with the enemy spawner script. The goal of the script was to check how many nights had passed and use that number to set the difficulty level. That number would determine how many enemies should spawn, from 0 up to 7, based on how many spawn points I could fit into the night scene without making it too crowded. After that, the enemies would appear, and the player would be able to walk into them to trigger combat. Once all the enemies were defeated, the night would end automatically using the NightManager script.
The problem is that no enemies are spawning at all. I spent a lot of time debugging the script using debug logs, and every log shows that the code is running and each line is doing what it’s supposed to. But for some reason, the enemies still don’t show up. Since my deadline is today, I don’t have enough time to fully break down the issue and find the solution. Based on the amount of time I’ve already spent trying to fix it, I believe it would take longer than I have left. As a temporary workaround, I added a button in the night scene that lets the player return to the main menu manually.
Future Improvements and Conclusion
If I decide to continue the project and eventually fix the major error, there are a few features I’d like to add. One would be adding more enemy types. Right now, the difficulty caps at day 8 because the enemy spawner only has 8 points to choose from, and they all spawn the same enemy. If I could add stronger enemy types, it would let the difficulty continue to increase and keep the gameplay more interesting.
Another idea would be adding more types of seeds and letting players craft better ones using drops from enemies. This would expand the farming and progression systems and give players more goals to work toward. Finally, I would expand the map. The current map is pretty small, and eventually, players will fill all the space with crops, which limits their progress. If I added more areas that players could unlock by buying them in the store, it would give them more room to farm and grow.
In conclusion, I think the game had a lot of potential. I ran into a number of errors, and I believe that better planning early on—especially around how the code and systems would work together—could have helped prevent some of the issues. Despite that, I’m proud of what I managed to build. The plant growth system, in particular, turned out really well and helped me learn how to use dictionaries in Unity scripts. I also learned a lot about animation, especially using blend trees. Even though the game isn’t fully finished, I’m happy with the progress I made and how much I learned from the experience.
Files
Get Battle Farming
Battle Farming
my indie games assignment for university
Status | In development |
Author | Murray_Ridgway |
Genre | Simulation, Fighting |
Tags | Fantasy, Farming, Pixel Art |
More posts
- Big Update10 days ago
- fixing bug and adding new features20 days ago
- General Update54 days ago
- Making the Map77 days ago
- Getting started87 days ago
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