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Currently, the player can sometimes run into the enemy and the enemy will get killed instead of the player getting damaged and being not able to damage the enemy.
Since the custom physics engine using raycasts works really well, it would be useful to make this a separate package. Then it could be easily included in new projects just by adding it through Unity package manager.
This refactor would also remove the coupling of code that exists currently, which would mean less headaches further down the road.
Progress
Create a new project and repository to host the engine
Determine the level of refactoring needed
Refactor the code inside BallTale so it is independent
Move engine to new project
Write tests to verify that everything works as expected
Currently, the saving of the game happens only if the player exits to the main menu. And even then, only the player info is correctly saved. Everything else doesn't save correctly: for example, the shop contents. Ideally, the saving would happen after a set amount of time or before a big event (a boss for example). This would also need a quick save icon to be implemented.
Currently, setting enemy paths in the editor is not possible. It is only possible to make the enemy move vertically or horizontally and give them an initial direction. By implementing a proper path editor, it would be possible to set any random path between 3 points (middle point and 2 edge points).
Some work has already been done in the EnemyPathEditor.cs class, but nothing functional yet.
Currently, there are no releases under the 'releases' tab in GitHub. This means that people who want to play the game have to download Unity and compile the game themselves.