🔧 Devlog: Bulletbound – Smarter Collision & Bug Fixes
🔧 Devlog: Bulletbound – Smarter Collision & Bug Fixes
Hey everyone!
This week I worked on tightening up the collision system in Bulletbound to make the gameplay smoother and more bug-free. Here’s a breakdown of what’s new and fixed:
✅ Collision System Overhaul
-
🛡️ Added a collision prevention flag
Introduced to prevent the same bullet from triggering multiple hits. This solves the long-standing issue of duplicate hits. -
⚡ Early return check added
BothOnCollisionEnter2D
andOnTriggerEnter2D
now checkif (hasHitTarget) return;
early on. This ensures the bullet only processes one collision. -
🧠 Centralized collision logic
Created a new method:HandleCollision
Now, both collision functions simply call this method — removing duplicate logic and making the code much cleaner. -
✔️ Flag is now set correctly
InsideHandleCollision
,hasHitTarget = true;
is triggered after hitting enemies or environment objects. This ensures bullets behave consistently regardless of what they hit.
🐛 Bug Fix: Double Ability Drop
- This was a weird one — enemies were sometimes dropping two abilities when shot.
- With the new
hasHitTarget
system and centralized logic, bullets now apply damage only once, so enemies only drop one ability per hit, as intended.
🧪 What’s Next?
I’m now working on:
- Power-up timers (so abilities aren’t infinite)
- Reload system improvements (cooldowns, animations)
- Wave-based modifiers to keep gameplay fresh and challenging
Stay tuned, and thanks for checking out the devlog! If you’re testing Bulletbound, I’d love to hear your feedback — it helps shape the game.
Files
Get Bulletbound
Bulletbound
Action 2D platformer game
Status | Released |
Author | Buddhadeb Chhetri |
Genre | Action, Adventure |
Tags | 2D, First-Person |
Languages | English |
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