Journal Entry 8
Date: 2025-04-10
Hours spent: 4h developing, 10 min building
I finished Project B today. I spent the whole time implementing the final boss, which was beset with problems. Unity is extremely buggy and unintuitive, and many things just simply don't do what they're supposed to. In the end I wasn't able to make the boss move, every method I tried just either teleported it instead of applying a force to it, or didn't move it at all. It is insane to me that such a simple thing that takes one line of code in Godot and is almost impossible to mess up, is so difficult and convoluted and dysfunctional in Unity. At almost every step of implementing the final boss, there was some issue with Unity. I was able to overcome most of them, but I simply couldn't make the movement work in the end, so I had to change the way of defeating the final boss - instead of having two phases, first not moving and using a ranged attack, and then jumping and dashing, and being guided off the tower by the player, the boss now only has one phase, in which it has a virtually infinite amount of health (something like 20 000), but each hit by the player pushes it back, and the player has to manually push it off the tower.
This whole experience was extremely exhausting, especially since it felt like Unity is trying to break my knees at every step. The extremely confusing and unclear code of the 2D Game Kit scripts didn't help, I spent at least half an hour just reverse engineering how certain things work just to be able to influence them from my own scripts.
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