Eclipsed Gods — Optimization + Scene Transitions


This update centers on making the start of the game a bit better looking by adding:


> Simple Fade In and Fade Outs. (Just a Panel that uses it's Canvas Group Alpha Setting to Fade In/Out: WHEN scene loads Lerp from 0 to 1 and viceversa.). This also adds the Loading Screen and the first Scene text thing. Also there is a new player join fade in!

> Implementing Async Scene Load to get a loading screen going. At the same time: new scene load adds bullet object pooling that doesn't erases every scene change. (Pool bullets, restart VFX, keep them inactive. Pooling uses a Dictionary of prefabs to keep queue on what object is next. When returning projectile to the pool VFX and main movement + logic script restarts to keep functionality.)

Gif hard to read > but the thing flickering its the bullet GO being enable and disable as Qillana shoos.

> NOTE: Bullets had a bug that when being pooled the trail renderer didn't reset properly. It is fixed by using: trailrenderer.Clear and disable and then doing it again but enabling them. It's weird.

> Adding some animations to Pause Menu, Settings menu, Added support for controller navigation. This was built from what  Jinxiee Bonny did in the menu. (She did most animations and basic functionality I used said animations for the pause menu buttons, also I added the pop in animation to the Setting menu.)




> NOTE: Adding controller support is pretty easy but DoTween (plugin added to make easier animations to buttons) sometimes bugged because it is overridden by Unity's Button Select, fix is to just wait a bit (either a timer or IEnumerator new WaitForSeconds) before EventSystem.current.SetSelectedGameObject(ButtonName). 

> Added a level select menu for easier testing. (They have a fake "save" option since game just assumes you have X upgrades when reaching X point so it gives them to you automatically.)

 


> NOTE: Game now saves player controller in a Scriptable Object so players don't have to keep rejoining every time. Made to jump the "Press MENU to play" screen every new level.


> Inti also jumps more and we deleted his double jump mechanic. Makes it easier for new players to understand a simple jump over a double jump that only worked when pressing A next to a wall.



> Also, talking about the characters, the animations made by Maizapan (she made most of it, I only add them into unity [-w-¨] ) in Shooting Animations are now implemented in game. (Also reduced fire rate so the animation plays more smoothly ~)


Files

EG_V.1.0.3.zip 206 MB
92 days ago

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