Project RBH DevLog 0155
Giving upgrades individual costs was simple—I already had a function that sets up all the variables for each upgrade and then passes them along to the menu for display, so I just added in their cost as one of those variables. I haven’t actually given any of them an individual price, just a default one, but the code works, so I can do that easily enough now.
Rerolls are done, quick and dirty. I need more buttons on the upgrade shop menu screen, but given how busy I’ve been the past few weeks I prioritized the functional code with a placeholder keyboard command over having a GUI button. The tricky part was deleting all the of the existing upgrade choices so the new ones could go up. It wouldn’t be great if you bought and upgrade and the previous one was there beneath it—especially with the rarity particle effects. On the bright side, seeing a common upgrade with the Rare effect behind it told me whether or not it was working.
Rerolling itself on a design level is pretty simple. I start at a flat cost which doubles every time you reroll. I may increase that starting cost each time you clear a level but that’s a decision that will need playtesting, so I can worry about it later. What matters is that you can now, technically, buy a large number of upgrades by buying out the shop, rerolling to replace what you bought, and repeating until you’re out of cash. Since the design goal of this game was to give you some ridiculous bullet patterns, this is actually fantastic for me. Remember: do your GDDs so you think of this sooner. I am a bad example.
-DeusVerve
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