Weapons & Charge Effect Refactors
Clockwork Sword
This week, I was responsible for cleaning up a bunch of prototypes, porting them to the stable development branch, and preparing them for use in our upcoming playtest. This was necessary because of a large number of incoming bug reports from the designers, as most of the new weapons and elemental effects either didn't function or didn't match the design documentation. I also used this refactoring as an opportunity to hook up a large number of VFX that had been made. For many of the weapons, this involved remaking them completely, to make the process easier, I also refactored some existing core systems like status effects so they could better support our needs.
In addition to the player weapon refactors, I did a large number of misc tasks like reimplementing 2 hazards, fixing player aiming bugs, and making a health pickup. I also continued my work as a lead by leading and attending several meetings, reviewing code, and helping out other engineers.
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