A lot of time has passed since 8th day of work in the game. That subtle need of providing is probably the culprit…
I have added a in-game feature: rainbow bubble. This bubble matches against any other bubble type. Can’t be selected on its own or popped using the ray. It is created by popping a large array of bubbles. 12 at the moment, but will surely adjust it. The generation of this bubble is renderer in a custom shader which, based on time, draws more and thicker small particles in a rectangle. This is the effect of adding up to 60 particles in a second:
I have also modified the game model. Bubble Locks are just one of the condition types by which you can beat a game. Still need to add
leave-as-much-as-N-bubble-in-game logic types. But after the model refactor, this should be affordable to do.
The most complicated type-of-game to code was the previously existing Locks mode. Each lock is attached to a bubble position, and to the bubbles model, etc. which needed of some wiring into the Condition interface.
I will leave game features as they already are, whitout adding any more. I plan to release the game on day 12, which overall would mean 2 working weeks of semi dedicated time. After that, buy some artwork and sounds before making it an open release.