Decided to do a test run through first two scenarios to find if any recent work broke any old content, plus noted any UX things that annoyed me.
Figured the first End Turn in the tutorial needed a bouncy arrow (this one is a bit too insistent, I did pull it back!):
Decided to do a test run through first two scenarios to find if any recent work broke any old content, plus noted any UX things that annoyed me.
Figured the first End Turn in the tutorial needed a bouncy arrow (this one is a bit too insistent, I did pull it back!):
I spent way too much time messing with shaders and (re-)learning how the heck to code the stupid things in order to implement better fog.
This is what it looks like, more or less:
www.youtube.com/watch?v=9nT_...
I am bad at video capture. Will (re-)learn it, too, someday.
I spent way too much time messing with shaders and (re-)learning how the heck to code the stupid things in order to implement better fog.
This is what it looks like, more or less:
www.youtube.com/watch?v=9nT_...
I am bad at video capture. Will (re-)learn it, too, someday.
Today we're being BORING.
I'm setting up to allow a 'profile' model of saving gamestate so a player's run through a scenario stores meta-scenario data that can change later scenarios accordingly.
But I need to redo save/load handling and all save/load related UI. So, yep.
Today we're being BORING.
I'm setting up to allow a 'profile' model of saving gamestate so a player's run through a scenario stores meta-scenario data that can change later scenarios accordingly.
But I need to redo save/load handling and all save/load related UI. So, yep.
Today's bug hunt: Kreeee did not know that Kreeee was Kreeee.
(I wasn't storing a character's key in their memory. To call a char's memory you need the key: redundant! Nope: you can check #$SELF.key and "self" is replaced w/ active goblin. So $kreeee.key == kreeee was failing.)
Today's bug hunt: Kreeee did not know that Kreeee was Kreeee.
(I wasn't storing a character's key in their memory. To call a char's memory you need the key: redundant! Nope: you can check #$SELF.key and "self" is replaced w/ active goblin. So $kreeee.key == kreeee was failing.)
Put together some test builds, then dove into 1. making the game camera less terrible, which led me to 2. redoing a portion of player turn time-logic handling (related to camera movement) (ooof).
Nothing fun to show for a bit except... some in-progress art for "the high road"!
Put together some test builds, then dove into 1. making the game camera less terrible, which led me to 2. redoing a portion of player turn time-logic handling (related to camera movement) (ooof).
Nothing fun to show for a bit except... some in-progress art for "the high road"!
Diving back in after some rather pernicious bugs (Goblins love bugs, and love to hide bugs), and... ugh, finally setting up a github repo.
After being exposed to a decent git UI, my dumb-dumb system of backing up the dev folder manually has been confirmed as too annoying.
Diving back in after some rather pernicious bugs (Goblins love bugs, and love to hide bugs), and... ugh, finally setting up a github repo.
After being exposed to a decent git UI, my dumb-dumb system of backing up the dev folder manually has been confirmed as too annoying.
Finished most Troll Bridge dialog. Finnicky bits remain; I had? to add a null memory type for reasons.
Copying a memory that doesn't exist should make it "false" - but not just a bool. So this is a universal false for almost all conditionals (vs. int, float, string, bool).
Hm.
Finished most Troll Bridge dialog. Finnicky bits remain; I had? to add a null memory type for reasons.
Copying a memory that doesn't exist should make it "false" - but not just a bool. So this is a universal false for almost all conditionals (vs. int, float, string, bool).
Hm.
I finally found the MSDF button & I'm trying to get my fonts in order, again. Tried some out (img):
1. goofy noir/steampunk game
2. way, way too twee
3. this might just be the one. A touch of whimsy + easy reading.
4. too serious
5. what I've been using all along, a little dry
I finally found the MSDF button & I'm trying to get my fonts in order, again. Tried some out (img):
1. goofy noir/steampunk game
2. way, way too twee
3. this might just be the one. A touch of whimsy + easy reading.
4. too serious
5. what I've been using all along, a little dry
Observation: Calling things dumb goblin names like "sneek", "oooos" and "kreeee" is funny but also annoying when I keep getting string mismatches due to getting number of letters wrong, or spelling correct.
Now, god help me, I am writing a node-map navigation algorithm...
Observation: Calling things dumb goblin names like "sneek", "oooos" and "kreeee" is funny but also annoying when I keep getting string mismatches due to getting number of letters wrong, or spelling correct.
Now, god help me, I am writing a node-map navigation algorithm...
Still stuck in save/load revision boringland. Almost done!
Profiles now store completed scenario keys, scenarios store what other scenarios are required to unlock them, and it all works in the UI.
Next: just overhaul the in-game save/load modal menu to use the profile model!
Still stuck in save/load revision boringland. Almost done!
Profiles now store completed scenario keys, scenarios store what other scenarios are required to unlock them, and it all works in the UI.
Next: just overhaul the in-game save/load modal menu to use the profile model!
Diving (back) into the third scenario "The Small Escape". It starts w/ Wormsy escaping from a caged wagon. Or not.
I'm diving in & fixing anything broken, slightly broken, or annoying.
Example: big gob of weird execution order/timing problems at game start (more in alt text).
Diving (back) into the third scenario "The Small Escape". It starts w/ Wormsy escaping from a caged wagon. Or not.
I'm diving in & fixing anything broken, slightly broken, or annoying.
Example: big gob of weird execution order/timing problems at game start (more in alt text).
Sick this week, so brain work less good.
New dice roll widget (kinda) works, but needs much effort.
Data is passed through a LOT of places before turning into a roll: csv to rulesDictionary to ruleScript to ruleOption to responseButton to dialogBlock to diceRollWidget, oof.
Sick this week, so brain work less good.
New dice roll widget (kinda) works, but needs much effort.
Data is passed through a LOT of places before turning into a roll: csv to rulesDictionary to ruleScript to ruleOption to responseButton to dialogBlock to diceRollWidget, oof.
Did a trawl through my Jira TODO board and shoved all the tiny bugs + polish tickets to one side so I could focus more on mechanics & content to build up a feeling for the 'critical mass' of the gameplay.
Here, a first look w/ sketchy background, at the Hilltop Tombs area.
Did a trawl through my Jira TODO board and shoved all the tiny bugs + polish tickets to one side so I could focus more on mechanics & content to build up a feeling for the 'critical mass' of the gameplay.
Here, a first look w/ sketchy background, at the Hilltop Tombs area.
I intended to work on the *Wizard Tower* location, but fell into fixing a list of annoying bugs.
The good news is: they're fixed!
Best bug: resource gains were limited by the pool of 'floating icons' I initialized at game start, just 20. Any gain over was lost to the aether.
I intended to work on the *Wizard Tower* location, but fell into fixing a list of annoying bugs.
The good news is: they're fixed!
Best bug: resource gains were limited by the pool of 'floating icons' I initialized at game start, just 20. Any gain over was lost to the aether.
Yes, it's a hashtag. I'm good at social media.
Having done a dev build, I'm digging through Jira tickets and figuring out what's now irrelevant, what comes next, and what I need to re?design.
Pictured: it took me a _few_ minutes to figure out what past me was thinking here.
Yes, it's a hashtag. I'm good at social media.
Having done a dev build, I'm digging through Jira tickets and figuring out what's now irrelevant, what comes next, and what I need to re?design.
Pictured: it took me a _few_ minutes to figure out what past me was thinking here.
Redid turn handling logic which is Not Interesting (well, it is, but. Moved from using C# async to FSM structure that gave me more discrete control), but then indulged in a tiny bit of work on some of the creepy bits on the eastern side of the map. (Deets in alt text!)
Redid turn handling logic which is Not Interesting (well, it is, but. Moved from using C# async to FSM structure that gave me more discrete control), but then indulged in a tiny bit of work on some of the creepy bits on the eastern side of the map. (Deets in alt text!)
Do you know how many goblins are in Wizard's Loot? It's a few. More than some. Less than plenty.
Art: @go_rillafish
Fun Fact: Mia [the artist] and I [idiot] once got really drunk and entered G O B L I N M O D E and she suplexed me.
#goblinfriday
Do you know how many goblins are in Wizard's Loot? It's a few. More than some. Less than plenty.
Art: @go_rillafish
Fun Fact: Mia [the artist] and I [idiot] once got really drunk and entered G O B L I N M O D E and she suplexed me.
#goblinfriday
Sorting out the Troll Bridge. Been here a while, I know - but it's helping debug dialog/rules logic.
You can cross by offering 1d6 snax to the troll. If the troll rolls higher than your snax, the troll just eats them and you can't cross. It wasn't hitting the fail state! 1/2
Sorting out the Troll Bridge. Been here a while, I know - but it's helping debug dialog/rules logic.
You can cross by offering 1d6 snax to the troll. If the troll rolls higher than your snax, the troll just eats them and you can't cross. It wasn't hitting the fail state! 1/2
Okay, so making dice contests (pictured) work wasn't hard, nor was building out tooltips.
The "cool" thing today is hunting down rules condition error(s).
Part 1: At some point I commented out the conditional token parser so everything got set to "equals".
Part 2: another thing???
Okay, so making dice contests (pictured) work wasn't hard, nor was building out tooltips.
The "cool" thing today is hunting down rules condition error(s).
Part 1: At some point I commented out the conditional token parser so everything got set to "equals".
Part 2: another thing???
Working on Scenario 2: "The Small Escape", where the game becomes a lot more freeform after some linear tutorial scenarios.
Need to write a TON of content for locations - much of the 'meat' of the game is random events hit while running around.
(more in alt text for images.)
Working on Scenario 2: "The Small Escape", where the game becomes a lot more freeform after some linear tutorial scenarios.
Need to write a TON of content for locations - much of the 'meat' of the game is random events hit while running around.
(more in alt text for images.)
I have 4 unique layouts & classes for rolling dice in slightly different ways. I need to unify them into one widget + class that handles all dice rolls so I can have shared UX & effects.
AND add exploding dice!
Here's the base template so far, just need to code... everything.
I have 4 unique layouts & classes for rolling dice in slightly different ways. I need to unify them into one widget + class that handles all dice rolls so I can have shared UX & effects.
AND add exploding dice!
Here's the base template so far, just need to code... everything.
Added interactions to another area today: the Windy Path
(I love the double meaning. Could actually draw it to be windier though, come to think of it.)
This location is a transition zone meant to be a moderately dangerous/costly place to linger. Encounters reflect this.
Added interactions to another area today: the Windy Path
(I love the double meaning. Could actually draw it to be windier though, come to think of it.)
This location is a transition zone meant to be a moderately dangerous/costly place to linger. Encounters reflect this.
Pretty scattershot today: did some dialog scripting fixes/features, started Spirit Invocation UI v2 (integrating it into current character info panel, see shot 1), and going to clean up some more of Scenario 2's intro dialog... then maybe adding actual new encounters to the map???
Pretty scattershot today: did some dialog scripting fixes/features, started Spirit Invocation UI v2 (integrating it into current character info panel, see shot 1), and going to clean up some more of Scenario 2's intro dialog... then maybe adding actual new encounters to the map???
Quiet day before a couple weeks off, so going through old locations to touch-up events and add new ones, mostly Dark Forest and Troll Bridge related (see shots).
Found obscure bugs to fix (goblins love these).
And the game camera is annoying me so might move up redoing it.
Quiet day before a couple weeks off, so going through old locations to touch-up events and add new ones, mostly Dark Forest and Troll Bridge related (see shots).
Found obscure bugs to fix (goblins love these).
And the game camera is annoying me so might move up redoing it.
Short day- more camping to do!
Set up the "Haunted Pines" location - a foreboding, hostile area which will have lots of spirit interactions.
Fixed annoying UI movement tweening interrupt error for certain buttons!
Also: a coconut test shows the spirit affinity notification.
Short day- more camping to do!
Set up the "Haunted Pines" location - a foreboding, hostile area which will have lots of spirit interactions.
Fixed annoying UI movement tweening interrupt error for certain buttons!
Also: a coconut test shows the spirit affinity notification.