Daily* Devlogs
These are my semi-regular updates about the progress with my projects and just general life thoughts.
133 topics in this forum
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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 …
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Tonight I updated the state machine so that we now have a series of legal vectors across our navmesh. Kitties can choose to wander to any one of them at random when they lack interactable objects to play with. In the future what we might do is just have cats go to sleep if they can't find things to do. Then once their needs are unavoidable they'll go on adventures to solve it. But for now I'm going with this. It might be that once we flesh out the map it becomes physically impossible for cats to have nothing to do. Or perhaps we'll have a "nothing to do" option for cats where they just go on a random adventure on their own to find cool things for the player. Be …
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Alright! I took a huge detour tonight to work on an EDH deck of mine, but we've got the kitties able to send themselves on adventures based on their needs. In this case I made my kitty tired and there are no available beds in the scene. So they go to the adventure node to leave on an adventure. They find and add themselves to the right kind of adventure and start it. Tomorrow we'll get the hooks tested for them pooling and unpooling themselves and finally handle the adventure actions which (I hope) will be much easier. So that's nice! Also yeah, I need to name my cats so they stop just showing their guids for their name... Huzzah!
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Alrighty! Spawning is now gangbusters! I really like where it is. So I think the next thing we need to refactor is the needs system for the Moosecats. There is "something" about it that I'm not liking. It is too easy to get a mismatch with data. This might be from my old bugs that caused it but fundamentally I don't like the issue. So tonight I'm going to ruminate on a solution and hopefully tomorrow we can implement it!
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So! Sorted the bug that was giving me tons and tons of copies of the items to our inventory. It was actually quite simple and very silly. We might as well cover it really quick. The original code, first adding, and then removing. So the mistake here is very subtle, specifically how does equality work with Datum? For two datum to match they must be the same in ALL ways. Their name, their ID, and their count. But what if, lets say, you are adding a single copy of an item to your inventory and you've got...oh I don't know, 25 of them? Well congratulations you just got another entry in your inventory. Following this we increase the count of the orig…
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Today was kind of an awful day physically for me. But regardless, the cats send themselves on adventure, pool themselves, the adventures go through their timer, then complete as expected. So all that remains is to create the adventure reward actions! That's quite exciting, one of those will be unpooling the cat, another to satisfy a need and so on. Looking forward to playing with that tomorrow.
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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…
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Alright! This week we will be touching up some of the UI. None of this will be final but it gives us some feel for where the game can go. I think first we will connect the inventory to the action bar and then we will go from there. No pressure just fun! That's the plan at least 🙂
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