Author: Cameron Taylor I was tasked to make a settings menu to allow the player to change their settings as easily as possible. The biggest issue I had was not with the buttons, but rather renderer not wanting to cooperate and show the correct assets on the screen. Those said assets also didn't like centering correctly since the entire pipeline was made on a custom engine. There was no support to allow auto-aligning or special effects for certain objects/text. To fix this I needed to make different game states so that the renderer knew which textures to draw on the screen and update accordingly. I also needed to do a lot more math than I would've liked to in order to fix the centering on each object. I added checks to make sure that I centered objects correctly with different offsets rather than having an engine do all the math for me.
Author: Daniel Jackson Our game requires the player character look towards the mouse in order to shoot in the game world correctly. This is done by using a raycast from the mouse position down into the world and rotating the player to face that position in the world. This appeared to work fine on startup but if the window was resized at any time in any way the raycast was skewed and would constantly be separated from the mouse position. This has been a recurring issue unrelated to the actual raycast code. The code itself is set to base the raycast's position relative to the size of the window. The raycast itself works fine however, when it grabs the size of the window, its only saving one size. To fix the issue I changed a separate function to get the current size of the window when the function is called instead of getting the size of the window on startup. I've done this fix before however at some point during integ...
Author: Daniel Jackson An issue we experienced this week was one with our projectile collisions. Projectile collisions were indeed being registered however, the same projectile and enemy (or player) were registering a collision every frame while in contact. The good news is that we are registering collision properly, the bad news is because we register it properly damage is being applied to the same entity every frame as the projectile is in contact which could make our weakest weapon end up doing thousands of damage possibly one-shotting a boss. Luckily, because projectile collisions are only handled in one specific area of our codebase, debugging didn't take very long. To fix the issue I implemented two fixes. The first is a small safety net that doubles as an implementation of an upgrade to the weapons 'piercing'. Most of our weapon's projectiles will hit a wall or entity and disappear, however, some upgrades allow bullets to hit an entity and pass-through allow...
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