Auto Food Fight Devlog #9 - Tier 2 + Refactor


Website: https://autofoodfight.com/ 

Patreon: https://www.patreon.com/autofoodfight

Artist's Twitter: https://twitter.com/AlbinoRatPrince

From 10-19-2022


Long time no see! Apologies for the delay. There was a huge roadblock along the way to finishing tier 2. Back in devlog 6 I mentioned looking at different design patterns. Well it finally came back to bite me for not finding a good solution. I can't say I'm surprised, I knew it was pretty likely. I found an eventing extension for unity called UniRx (https://assetstore.unity.com/packages/tools/integration/unirx-reactive-extension...). It was a massive refactoring and overhaul of the code. So now lots of aspects of the game are handled in these events.  Events like stats changing, summoning, fainting, slaying, and preparation.

With all that out of the way, I was able to complete tier 2! With the new foods, there were different effects to implement. Like garlic hitting every food or Asparagus dealing splash damage.

Here's the rundown of all the foods and condiments for tier 2.

Foods: 

 -Eggplant - 4/4 No effect

 -Broccoli - 3/2 On Faint: Give food behind 2/1 

 -Artichoke - 3/5 No effect 

 -Bell Pepper - 2/4 Bruised: Give food behind +2 hp 

 -Potato - 4/2 difficult Preparation: Turn into Potato Pancakes (Must slay 5) 

 -Button Mushroom - 3/3 When Ally Summoned: Give 1/1 

 -Cherry - 2/2, On faint Summons 1 4/1 mad cherry high damage low hp 

 -Asparagus - 3/3 Splash Damage: Deal 1 damage behind enemy hit 

 -Garlic - 2/2 Faint: Deal 2 damage to everyone 

 -Pumpkin - 4/3 Start of Battle: Move first food to the back, at lvl 3 swaps front and back

Condiments: 

 &Basil - Deal 3 extra damage for first attack in battle 

 &Thyme - Heals  1 per round in battle after attack

 +Sesame Seeds - 2/2 temp stats

Up next is work on some of chapter 1 rough draft and tier 3. Thanks for reading!

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