Weeks of Attack Rework, Modifiers, Status Effects & More
- Liam Healey
- Jun 12, 2023
- 2 min read
Updated: May 22, 2024
Cardificer
Over the last several weeks I have put around 100 hours of work into the unity project (now under the name Cardificer).

I started this period of work by redoing much of my action and attack system to support more powerful modifications and make every attack a projectile. This was done because my current system was not what the designer wanted due to the system having been made before much of the game's design was made.
Next, I worked on the modifiers system, which would allow any property of any attack to be modified. Additionally, it would allow for new properties like making projectiles bouncy to be added. These properties could be added to attacks by cording them with other attacks allowing for any attack to be combined with any other in a way that was entirely controllable by the designer.

During this time, our team gained a new programmer who I was responsible for onboarding. The process went smoothly due to our codebase being relatively well documented.
I also worked on implementing a host of new status effects like poisoned, and intangible. These status effects were able to be created quickly because they could take advantage of the system I had made previously.

I then moved on to implementing a variety of smaller mechanics, like posts, sticky webs, spikes, and other miscellaneous obstacles. In addition to this, I created a save manager, that interfaced with Unity's json system to be able to save and load any data type by simply making a single variable. I then used this system to create an auto saver that is able to save the entire state of the game every time a room is cleared and load it whenever.
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