Streak Club is a place for hosting and participating in creative streaks.
I added some further info when the inventory is open. As you clearly can see in the gif, I ain't no UI designer, but it does the job.
Next up would be showing effects and buffs too.
There are quite some kinks to work out, but I'm sure I can do it :)
(e.g. when inventory is open you can still throw things, but you throw the thing you last selected in the hotbar, not the current selected thing - same goes for consuming items. I want an additional menu shown for when inventory is open so I have to implement that too)
I just thought of something I should probably address soon:
Currently when you process an ingredient and pick it back up, it will get stacked with other unprocessed ingredients, thus removing your progress. You can also pick up unprocessed ingredients and they magically get processed when you already have one processed one in your inventory, I need a custom comparation operator to fix this.
damage over time, baby
I did something yesterday too but forgot to upload, what a shame
This is really fun :D
Setting up colliders takes way too long
Heh, I'm still top of the leaderboard :D
anyho, here is a moving character without collission because custom physics shapes are broken in 2022.3.5f1
I began an new project, this time 3D with hex tiles.
Working on pathfinding right now, works ok, I guess
I am now the unquestioned leader of the gamedev streak!
Kneel before me! /maniacal laughter
Anyhow, it is now possible to take out items of containers :)
See the changes:
https://github.com/Papiertig0r/Alchemy/commit/79a39fa5ee95054129e1713a3e2380b115736eca
So today I spent only some time with cleaning up my code for the inventory UI system. I removed a lot of redundancies, so there is no visual change so there is no gif or screenshot, but: there are changes!
Cleaning up is so satisfactory, I should do it in my flat more often xD
see them here:
https://github.com/Papiertig0r/Alchemy/commit/07997371658374feb9ca4ad77e36088156f3b4a4
I was already in bed when I remembered that I hadn't done gamedeving today. I thought maybe I could let it slide, but I couldn't. Then I wanted to fake an entry but I couldn't do that either, so I decided to actually do some work! I didn't feel like pixeling so I thought why not spend half an hour on selecting container slots - and it was pretty easy to get the system up and running.
I have an idea for tomorrow to make it even slicker :)
changes:
https://github.com/Papiertig0r/Alchemy/commit/bd3692c6d0496d05e2b8887cf0372eaa3ab2f07f
Yesterday I came down with the flu - and it came down hard. But still I managed to squeeze in half an hour of gamedeving.
Container Selector now gets properly resized and if you selected one container you cannot scroll through others, yay.
see the changes:
https://github.com/Papiertig0r/Alchemy/commit/d259bcda0e67e03e4d8fe1e4d90936ac65ed653f
I added a list of active ui elements. inventory uis now register with that ui and you can switch between active ui elements with RB and LB. Soon you can take things out of a container or put them back :D
I really really really should rework the inventory and inventory ui system - sooner or later it will crash on me if I don't
anyhow, container can now be prefilled with items and these get displayed, yay!
I decided to rework UI and inventory systems before spending any more time with containers (it is just so cumbersome to agonize over so shitty code xD)
At a later point I want to link the infos you are shown to how much of the effect you know. At stage one it will only show "?". At stage two it will show the name of the effect. At concurrent stages there will be more info available up until the last stage where you can see all the info.
I didn't have much room today (pardon the pun) for gamedeving so I only added two poison mushrooms. That helped testing inventory submenu ui and the poisonous effect :)
I pixeled them myself! Not the best work ever but nothing to be ashamed of :)
I need to change some of the properties AND:
note to self: sort effect list after buffs (apply buffs to max properties first, then every other).
if you'd have a "increase maximum health" and an "restore health" effect on an item in inverse order, you'd first restore health and then increase maximum health, which I find stupid.
I begun implementing container.
For that I had to refactor inventory and inventory UI system and I have to say:
I am not displeased. (Also, I'm watching a lot of Silicon Valley, love Peter Gregory :D )
The container UI has an item pool for the item slots, which is very neat (only if a new container has more slots than any previously container, new ones will be generated. If there are less slots, inactive ones will be deactivated)
changes:
https://github.com/Papiertig0r/Alchemy/commit/27d4c1bddea53e3ab6703bb45302f88e7c33fc46
My inventory submenu now gets positioned atop the current selected slot :)
easy
changes:
https://github.com/Papiertig0r/Alchemy/commit/0a8f0c5615e4d2dfab80e078f8cb64905e4750f9
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