Devlog #2: Bullet Refactoring - Leveling Up My Arsenal
Hey, Pilots!
I’m back with a quick update on Skyborne Warriors. Over the past few weeks, I’ve been diving deep into the code, learning a ton along the way. With this new knowledge, I decided it was time to refactor the bullet systems—both the scenes and scripts.
Why the Refactor? As the project grows, it’s important to keep the codebase clean and efficient. The original bullet code worked, but with everything I’ve learned recently, I saw opportunities to improve it. The refactor focused on making the bullets more flexible, reusable, and easier to manage as I add more features and variations.
What’s Changed?
- Bullet Scenes: I’ve reorganized the bullet scenes to be more modular, allowing for easier adjustments and variations down the line.
- Scripts: The scripts have been streamlined for better performance and readability. This will help as I scale up the game with more complex mechanics.
These changes might seem small, but they’re laying the groundwork for smoother development moving forward. Every tweak brings me one step closer to the high-flying action I’m aiming for!
As always, thanks for following along, and stay tuned for more updates soon!
Fly high, Carlos
Get Skyborne Warriors
Skyborne Warriors
An adrenaline-pumping vertical shoot 'em up that thrusts you into the heart of an epic aerial battle.
Status | Prototype |
Author | Carlos Rodriguez |
Genre | Action |
Tags | Arcade, Godot, Indie, Shoot 'Em Up, Singleplayer, Top-Down, Top down shooter |
Languages | English |
More posts
- Devlog: Introducing the New Ranking System!14 days ago
- Devlog #5: Bug Fixes, Explosions, and Boost Effects!36 days ago
- Devlog #4: First Level Update – Playable in Your Browser!45 days ago
- Devlog #3: Enemy Classes Incoming!73 days ago
- My first attempt to start a video game92 days ago
Leave a comment
Log in with itch.io to leave a comment.