Devlog #4 - Item Spawning


Spawning:

To start of with, I knew that from planning out the structure of the network last week that the item spawning needed to be only on the host. This is so that multiple versions of items do not exist on certain clients, as they are not sending that data anywhere. I was able to build off of previous systems that I had already added and without much work was able to get the items to spawn on the host and appear in the clients games.

To reflect, I felt a sense of progress with how smoothly I was able to code item spawning. Being able to look back at my own code from previous weeks and build off of it naturally shows that I am really beginning to internalise the logic behind the multiplier systems. The big takeaway from this is how important it is to write clear code that is well structures and easy to maintain. After revisiting this and having to alter the code for multiplayer, its evident where I took the most care while programming and is helping me out a lot during this project.


Item Dropping:

The next logical thing to add would be the ability to drop these items back onto the floor. Unfortunately, after a couple of hours of debugging I hit a wall and was unable to get the items to drop into the floor. I decided to add all of the bugs I can see into the Trello page and pick this back up in the following week, satisfied with my ability to recall the network objects.

The process of taking a break from a project to step back and reset my perspective is something that I have been trying to improve on. Previously I might have pushed forwards and burned myself out over one mechanic. I recognise that taking a moment to think over problems like this is what leads to better solutions to the problem in the long term. Overall, not as much progress as I would have liked but a crucial lesson in problem-solving.

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