DauntingDoorDire ~ the postmortem


everything went right this time, well... almost! The scene reset is tied with level changing and thus preventing me to put any BGM. I'm forced to put Don'tDestroyOnLoad/additive scene there.

Other than that, they're working as intended. But, at the cost of high maintenance. Everything is highly coupled. And this is BAD! I can't even add more features without breaking all of the scripts altogether.

Here's what I learned\experienced so far. Randomly put here:

  • After some game projects going on. I think I need some kind of centralized data/manager/high controller where it will be controlling the lower components.
  • I decided to change weeks to # instead. But still aiming for weekly game projects.
  • Interfaces might be the answer to all of the spaghetti + having a center of control.
  • I can put on public methods for 'CallMeToDoThis' instead of publicly show important methods. Haven't tested this one yet, but worth trying on my next game.
  • The scene, single and additive. The additive will be the answer to DontdestroyOnLoad. Not sure, but I just don't like DontDestroyOnLoad. xD
  • Scene -> GameObject -> Component Classes. The hierarchy that I can use to maintain what is within them.
  • PlayerPref best for setting.
  • Generic type...I don't understand this yet. The syntax is just weird. But it looks really useful.
  • Randomly calling methods from one script to another is just bad. I tend to forget where is this call comes from & it's hard to debug & cause mass confusion.


Alright, so I'm going to try adding a centralized controller that scripts can call to get what they want. Ex: reference to player. I have a feeling this one needs a generic class. I'm also had enough with making endless runner games, so I want to try other genre as well.


See ya!
- Rechro from Rechronicle Games

Files

DDD v1.0.zip 117 MB
Jun 30, 2021

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