Streak Club is a place for hosting and participating in creative streaks.
Started 10 years ago (2016-05-19T09:00:00Z). Goes forever.
Do something, anything, related to the development of your game every day!
"Great things are not done by impulse, but by a series of small things brought together." - Vincent Van Gogh
"Inches make champions." - Vince Lombardi
I'm feeling a bit under the weather but I got about a half hour of work done working on saving things.
Worked on adding the ability to save data. Since my game has a lot of data to manage, it'll take a bit to get everything implemented. I'm using https://www.gdquest.com/library/save_game_godot4/ as a reference.
So I have a set of behaviors for each item stemming from a base_item_behavior class, and each time you use an item it will go through the list. This way, I could have a potion that heals but also adds a buff for example.
couple of interruptions but now the table fills up with dirty dishes! and we can also now get an event for when we served the correct drink and an incorrect one and have the ui react to those events !
The Quest Manager is done! 🎉
Next step: actually testing the quest system… this is going to be fun (and maybe a little chaotic) 😅
Bug Fixes & Code Quality
Performance Optimizations
interruptProtectionTime parameter to prevent audio excesive overlapTechnical Improvements
Another productive day of refactoring and optimization! The new audio architecture should make future development easier, and maintainable systems i can reuse among different projects . 🎵
a match3 game!
can't really say much about it unfortunately.
learning how to use And leverage the excelent Feel Asset. 🤔
it looks like for some of its features i have rebuilt them without knowing i could have leveraged them...
Today I started working on the Quest Manager.
Other than that, there’s nothing new to report for now.
Quick refactor now that it works well for the player depending on the damage moved it to the base class for actors
short breakdown
other stuff:
Even added a specific sound for the death of the dog but im not really satisfied with that. tomorrow probably going to work on the other feedbacks and actual gameplay stuff - a single day on sounds was enough for this month, otherwise might work on a the side project i got a match3 game I've been making w/ a friend 🔧
The time reality:
Finding dog-specific sounds... That's days of work, not hours. also I find it not hard to stay on this specific type of task for some reason they just don't flow for me, I'd almost even say they kinda break momentum but since they were part of the feedback i got on it rather than delay it further 🤔
Hey everyone! 👋
Today’s update is all about laying the foundation for quests and NPCs.
Note: The quest and vendor systems are not interactive yet—these are test setups to build on.
Bugfix 🐛
Fixed an issue where the dying animation kept looping. Characters now actually stay down. 😅
Vendor NPC (Test Stub)
Added a vendor NPC script for testing. It’s a placeholder—no buying/selling yet—but it sets up the structure for a future shop.
Quest NPC (Test Stub)
Added a basic quest-giver script. No dialogs or acceptance flow yet; this is groundwork.
QuestObjective Class
New class to track quest objectives. This will power real quests once interaction is wired up.
Simple Quest Reward (Backend)
Reward logic exists behind the scenes. It’ll kick in once quests can be started and completed.
HurtSoundDatabaseSO system with weighted random selectionDamageInfo to thread context through all actorsWent full on the hurt sound system today!
What started as "just add a dog hurt sound" turned into architecting a complete audio feedback infrastructure. Dependencies man. 🫠