Glitch Effects and Refactoring
Alpha 0.17.1
Most of this week involved refactoring, which is a programming speak for “we changed a bunch of old code to work better”.
Glitches
Added column movement to the example glitch. This is the first of many effects that can occur during a glitch.
Refactoring
The core systems prefab now uses a simple script that activates it’s children only if necessary and destroys itself if a core system already exists. This removes the need for every script in the package all doing that function individually.
Drastically simplified scene transitions. With combat being part of the core systems and overlaying on normal gameplay, having multiple scenes open at once is never necessary.
Simplified song initialization.
The player is now created and removed from the game when necessary rather than just being in the scene by default.
The combat manager now handles all UI elements for combat instead of having a separate script for some elements.
Note positions in combat (and latency config) now use the current measure instead of approximate measure.
Toggling and moving columns in combat have been merged into one function.
Button groups now find their own canvas group if it exists.
Buttons now must have a button group and no longer have a static current button.
Cutscene camera movement has been simplified.
Simplified sections of the scripts for menu buttons, combat, combat notes/columns, the main game controller, the data system, debug objects, and more.
Notable Bugs & Adjustments
The end of a held note is no longer worth any points or counted towards combos. If you let go too early, it will still count as a miss. If you release at the proper time it will act as before, just without rewarding the player.
Held notes are now auto-released once they pass the strum bar.
Fixed some issues with notes not being reset properly upon quitting or retrying combat.
Fixed an issue with combat trying to continue attacks outside of combat if the player leaves combat just as an attack starts.
Columns now save their starting position and properly reset to it upon starting/retrying a song.
Fixed an issue that caused going back to the main menu to lock up the game if you hadn’t encountered any combat.
Fixed an issue with the combat game over screen where it was set to inactive (and thus unusable) at the start of combat.
Notes are now simply destroyed at the start of combat to ensure that no effects or art changes or anything from the previous song carry over. This should fix all errors with notes moving faster than they should, being too tall/repeating, etc.
Fixed issue where combat dialogue appeared on top of the combat pause menu and game over screen.
Fixed issue where combat became slow-mo. This was because a missed glitch note set the pitch to lower than 1.
Fixed an issue where saving would always set the saved scene as the main menu causing “Continue” to simply reload the main menu.
++ many minor bugs and adjustments.