🔧 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
    Both OnCollisionEnter2D and OnTriggerEnter2D now check if (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
    Inside HandleCollision, 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

V1.3.zip 39 MB
10 days ago

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