Oof Prefabs!


Hello again!

Welp, it's the beginning of a new week, and I've finally worked out a huge kink in Byte Sized Runners code. Today, I've been working on Object Prefabs, which if you don't know, are just a collection of other game objects put into one. Byte Sized Runner's Editor relies on this kind of thing. Originally, I was just copy-pasting all the same code for each individual type of object, and then have even more additional code for any objects that contained hierarchies. This really sucked. Haha

So, what I'm doing now is using one Object Base that contains all the different Objects within a Prefab. I've been attempting to implement this for some time, but ran into numerous bugs along the way. 

In the process, I realized that it was difficult to use the UI within Itch.io because you can't really use the mouse wheel at all because the mouse isn't captured. Now, the mouse is both being captured, and the cursor is actually simulated. What this means is, gamepads will also be usable within the editor, instead of relying on the mouse for everything. I like this fact, because I want players to be able to play the game's creative side without having to switch to a mouse and keyboard if they are playing on a gamepad. 

Anyways, this week will see a big update to the features of the Editor. Since Prefabs are done, I only need to redo the Saving/Loading system to account for that. The next goal I plan to achieve this week is finish the inspector, and subsequently allow players to select different enemies to spawn into the level.

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