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Daily* Devlogs

These are my semi-regular updates about the progress with my projects and just general life thoughts.

  1. So I've noticed that the serialized GUID system I'm using is struggling with equality in certain situations. So my plan is to actually alter my design tomorrow slightly to just use regular system.Guid. This will help reduce the chances that we might hit a wall later with this system and it'll reduce the variables by 50%. I don't think it'll take very long but it is the source of my cats being a little hokey. So tomorrow we'll update this and I'll try to write my update earlier so we can get more details! I'm just excited at how quickly I ironed out the issue.

    • 0 replies
    • 797 views
  2. Started by Oafkad,

    So today I noticed I've got a mistake in the logic for assigning IDs to assets. So my question is how much time should I put into fixing it now? Would it make more sense to just move onto other work and simply make a note that I need to fix this? That's kind of a hard question for me to answer. I'm sure it'll just annoy me until I do solve it. Perhaps just in terms of mental health it might be best to handle it now. If not, perhaps I should start a section for this game that is known bugs. Then as we solve them we can update the bugs as fixed. That could be fun for tracking how many things are good (or bad). And it allows me to have the fun part of bug fixing witho…

    • 1 reply
    • 1.2k views
  3. I've added a new data collection to the player data. We've now got 12 slots available for an action bar. These are IDs that would match up with items in our item catalog. So now, lets think about how the interaction will work for the next code pass tomorrow. First I'll just set the keys by hand to match a few of the items we support. Then we'll hook up the input tracking for 1-12. If you press one of these items then we'll print out the item in that slot. I also need to add an integer to the player data that tracks the "current" item. Have it default to 0, but otherwise it'll be whichever number you pressed last. Just added that before I forget. So you press…

    • 0 replies
    • 633 views
  4. Hey Folks, So I slightly recovered from the work week. Only a bit. But here we are! It isn't pretty but I've got the start of our action bar setup. The fields update when you press one of the keys, through the magic of events. Next I need to setup it actually showing the items you have in each spot. Probably have item pickups fill in the first open space. That's all I have for tonight though. Take care of yourselves! actiontime.webm

    • 0 replies
    • 671 views
  5. Hey Folks, Alrighty, done some updates. They ended up being more world modifications than actual action bar updates. The next steps though are pretty clear once I recover a bit more. We will hook up a simple inventory that reads our current items. When you pick up an item this will inform the game to add the item to your inventory. Upon doing this it'll check your action bars for an empty slot. If there is a slot it will place a reference to that item in that slot. Otherwise nothing happens. Then following that, we'll want to have it so when you are in your inventory. If you left (right?) click on an item, or perhaps some other key we'll see, when you use t…

    • 0 replies
    • 563 views
  6. Hey Folks, So the next thing I want to setup is holding items. If we want to place items it makes sense that we'd need to be able to hold them. I haven't really thought about how we should do this but I'm going to spitball here and see what captures us. The Player Handler only does a few things currently: Saves and Loads Player Data. This actually also includes WORLD data as well currently, just out of convenience. It tracks the player position and updates that positional data. Contains the various artifacts critical to the game running so that they can be saved and loaded to. That's not much, in fact 1 and 3 are basically …

    • 0 replies
    • 597 views
  7. Started by Oafkad,

    It will eventually be mappable but the action bar support is added to the new unity input system. For now it defaults to 1 through = on your keyboard, but we'll eventually add in support for things like shoulder buttons on a controller. There is now an event setup that will inform all listening systems that the player has pressed one of these keys. Tomorrow I'll be hooking up a simple UI of some kind to alternate between these. What I haven't determined yet is how we will represent our items on the action bar. I'm not sure if they will have unique 2D art made for them or not. Heck, there is nothing stopping us from making our items in the scene 2D as well, perhaps …

    • 0 replies
    • 622 views
  8. Started by Oafkad,

    Tonight we didn't see any updates but for good reason. Work today encompassed basically the entire day until it was sleepy time. This happens sometimes, that's just how life goes from time to time. The next step of our work, I believe, will be starting on dialogue. It does feel like we've officially hit that point. This will either be fun or frustrating, either way I'm looking forward to it.

    • 0 replies
    • 969 views

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