After two weeks working during Easter on the project I can finally say that this project is almost over. Some things happen though in terms of problems.
Like I mentioned in my previous entry, my main piece of work was going to be the first extra level also known as the fourth level of the mini campaign. The development of this level went really smoothly due to the already good knowledge of the logic modules and the well thinked gameplay for these main levels of the project.
The first of the problems that came was the big change in my alternative version for the mini campaign. Due to an issue with a weird delay in the spawning of the enemies the possiblity of making all the encounter optional, boss fights apart, was discarted beign the main guilty of this weird bug.
Many options were studied, even using enemies instead of encounter logic modules. Sadly due to the amount of enemies of each map making this in a level with all the four main maps was out of the discution right away. None of the ideas tried supposed any help so I changed to plan B.
Instead of making a level using classic rooms, I took the levels already created and heavy modified them to make alternative versions of them (easier encounters) and at the same time I improved the logic a little bit more. Introducing the changes of the final fourth map into the first and second level was the hardest job. Because of the wat they were build I had mostly recreate the enetire level from scratch.
The second of the problems was to find out how to make the boss rush map with multiple difficulties. This map was tricky to create because I was trying to create somthing more difficult than I already created.
The first challenge was to find out how to apply different buff of health and damage to the enemies of the boss fights depending of difficulty choosed by the player at the beginning of the map. After some tests I finally managed to find a solution.
Making use of custom nodes, booleans and two modules related with the AI. So, in the image above can be seen the process. Depending of the dificulty choosed by the player, when the player enters the “Boss Fight Room” the boss rush begans. For each AI spawned in the map, the system checks if the difficulty choosed and applies a buff to that enemy of health and damage depending again of the difficulty.