Bullet Hell Lane Shooter

November 2017 (Week 2)

+ Remade a couple of things for the content creator
+ UI is starting to react and behave properly
- Still need to build object containers and save/load system.

November 2017 (Week 1)

+ Made some of the UI for the content creation start responding to input.
- Good UI design is hard

October 2017 (Week 4)

+ The UI for the content creation system is coming along
- Unity's UI stuff has a lot of bugs in it
- UI design is a pain
- I still have to do all the scripting for it

October 2017 (Week 3)

+ Progress for the tool that will let me set up all the spawning stuff is coming along well.
- I'll make a general cover image for the recap at some point.

October 2017 (Week 2)

+ I can now batch objects to spawn into arrays and store that in a wave object. Which makes for a much easier time of creating, testing, and storing that information.
+ Built a universal pickup system that can be tweaked to give better or worse chances of certain item drops, like health and weapons. It can also forcefully spawn anything at any time.
- Need to build a wave creation system and find a way to write and load them from a file.
- I'm way behind where I wanted to be by this point.

October 2017 (Week 1)

+ Almost done with the reworking.
- Probably have to build a new system for storing information about each wave, but that's probably not too difficult.

September 2017 (Week 4)

+ Fixing the spawning system is going smoother than I thought, might be finished by this week.
- This game should be further along than it is.
- Distractions.

September 2017 (Week 3)

+ Added a few different weapon types, mostly multi-shot stuff. Still working on things to add to it.
+ Various tweaks.
- I'm redoing all my spawning code for the 4th time. Might be a while before I post any significant progress again.

September 2017 (Week 2)

+ Continuing to work on adding more weapons to the game.
- Didn't do much last week for various reasons

September 2017 (Week 1)

+ Working on a weapon selection system/pickups
+ More HUD stuff
- I had a problem with my computer that made me have to stop working on the game for a couple of days.

August 2017 (Week 5)

+ Made a turret enemy that shoots lots of bullets, then tweaked it to make it more manageable
+ Camera now tracks the player
+ Added a new enemy type: Ricocheting Bullet. It bounces between one side of the playing area to the other.
+ Everything now takes Delta Time into account, so physics should be less weird at higher frame rates.
- Wave generation system still needs to be changed to be less of a mess.
- Feature creep is one Hell of a drug

August 2017 (Week 4)

+ Working on a new enemy type
+ A couple of visual tweaks
- Gave up on trying to fix the wave generation system because every idea I had didn't work

August 2017 (Week 3)

+ Added a new enemy type, lasers.
+ Added another gameplay modifier
+ Came up with some ideas for new weapons
- I'm redesigning the wave generation system for the 3rd time

August 2017 (Week 2)

+ Gameplay modifiers are in and working
+ Additional tweaks to existing systems
- Need to do more work on the HUD side of things
- More levels and enemies need to get made
- Need to do art or find someone who is good at 3D modelling
- I need to redo the level generation system so it doesn't end up being a million lines of code contained in one script.

August 2017 (Week 1)

+ Fixed the moving enemy type so it actually works, it ain't perfect though.
+ Various changes to the playing field; making the objects spawn closer, couple of visual changes, etc.
+ I have an idea for a title for the game finally.
- The feature creep is real
- I have no idea what to work on next.

July 2017 (Week 4)

+ The Lambda expression totally works
- The new enemy type I'm working on worked for a bit, then experienced some weird bugs that I didn't know how to fix without rewriting it, so I'm rewriting it from scratch
- I have so many other things I want to build for this but I'm stuck in a slump of shitty code.

July 2017 (Week 3)

+ Made some designs for how I want the player model to look
+ Used a Lambda expression for the first time to fix a bug...
- ...But I have no idea what it does or how it works. I don't even really know if it works, but it compiles, so that's something.
- A new enemy type I'm working on is giving me more of a headache than it's worth, but I'm almost done with it.
- Need to learn to use Blender to make models.

July 2017 (Week 2)

+ Pattern selection system works and now uses the update cycle.
+ Score/Wave causing pattern to change.
+ Specific patterns can be selected based on wave number and can set to random.
+ Working on new enemy types
+ Changed the shooting controls so the player can fire more bullets.
- Still need to make more levels.
- Making more enemy types has made me realise that a lot of my code is a fucking mess.

July 2017 (Week 1)

+ The sub-system I was rebuilding again to take the Update cycle into account is now mostly done.
- Now I need to build all the levels again
- Need to change the way I handle scoring to make the game faster.

June 2017 (Week 5)

+ Built the pattern system that generates objects per wave
+ Currently rebuilding it to take the update tick into account which should give me considerable flexibility in object generation, meaning I should be able to dictate specific power-up items or enemies should I wish.
- This specific system has taken me a month to get working properly.

June 2017 (Week 4)

+ Scrapped the sub-system I was building and made it again in a different way. It's hard-coded stuff now, but at least it works
+ I can kind of make patterns of objects and boss waves with it now
- Needs tweaking
- Took WAY too much time.

June 2017 (Week 3)

+ Still working on things
- That thing I was working on has a bunch of points where it could fail, and is fucking tedious as Hell.

June 2017 (Week 1)

+ Started designing some sub-systems.
- The week before last I took off, and then last week I was sick. So no real progress.