Turnament Devlog #11


I needed to find a way to make dialogues easier to import into the scene. So, I made my first Unity editor button.

If I now press the "Update Dialogue Text From I2Localization" button, all KeyIDs get set automatically for the current cutscene number, then I see what text it is from the I2Localization Plugin, and I also see which sprite is set to the current emotion. The emotions are still based on Catty & Batty, but Neek and Adaline both have different sprites, so I couldn't have "standardized" emotions this time. The correct "actor" is also set, meaning if Neek is talking, the correct target GameObject is referenced.

Anyway, this saves me a ton of time, and the only thing I have to do for each cutscene is select the emotions for each sentence, which is maybe 2-3 minutes max.

Level 5 before:

Level 5 now:

I continued remaking cutscene number 6 and level number 6 and fixed a bunch of things along the way.

  • I added new backgrounds from public domain images (Moon, Earth, Saturn, Venus, and star images). This was really necessary, it looks a lot better now (compare the following screenshot to the one at the top of this post).

  • I made it so the backgrounds spin slightly again, just like in the original game. Adds more dynamics to the scene.
  • I fixed transitions from cutscene to levels, and a level now automatically continues with the next cutscene.
  • One of the new cutscenes needed a way to change the background, so I implemented that (FlyToMars()).
  • I added a helper button to add random emotions, which I can then build off of in the cutscenes.
  • The current level number is now shown in each cutscene.

You can see gameplay of level 6 here.

After playing through all 6 levels and cutscenes, a funny bug happened, apparently the energy display was sometimes broken.

I was able to reproduce it after a while, the problem was that the grid manager now stays alive between scenes, and the "total_turned" variable wasn't reset after cutscenes. And in cutscenes I'm turning squares to display the current level name. It was easily fixed by initializing that variable every time a level starts.

With that out of the way, my next experiment was to add little antennas to seekers, which has been on my mind for a while now. The main issue I had was that sending a seeker to a destination and deselecting it would look a bit boring, so I added antennas that rotate around the seeker and blink a bit:

I also updated the eye again, it is now a bit bigger, and it's white when the seeker is "broken" or just wandering around aimlessly.

And I still needed to do the "game over" event where everything explodes upon dying. So I did that.

Afterwards, I continued making levels, here's level 10:

Before:

After:

This level is interesting because you have to wait for the seeker on the right side to move to the end. In the old Turnament version, the movement was completely random, sometimes you'd have to wait minutes for it to walk in the correct direction. In the remaster, I made it so a "broken" seeker always tries to not move to the square it just came from, so it's a lot smoother and less random. You can focus on evading the projectiles on the left side while waiting a fixed amount of time (the level takes about 45 seconds).

What's next?

  • Finally replace UI: I've been making a few sketches for the UI and I think I got a pretty good idea now for the menus. I'll just have to make a simple test in-game and see how it goes.
  • Keep making levels: I want to finish all 30 levels very soon, only 20 more to go.

To be continued...