Seems I accidentally submitted to the daily DJ streak and the monthly one. Can't submit a new post, so...editing time!
Rust learning picks up again after an unsuccessful Ludum Dare weekend (thanks, health). Going to aim for steady progress going forward on both learning and developing new things.
A lot has happened this April, though I have little concrete to show for it.
A vastly improved knowledge of Rust and engine building has made me interested in using Rust for many projects. Most of my streak posts have been about Rust, and I've enjoyed it greatly.
Ludum Dare went poorly, in part because I attempted essentially constructing a Rust engine on top of two frameworks that I barely understood. I'll be taking some time away from jams for now (Decade Jam aside), and I expect I'll be heading into the next several only with tools I'm fairly solid on.
The real victory this month has been using Anki to learn Rust and Toki Pona (a tiny conlang). Rust in particular has been a nice surprise - my health is now less of an obstacle with the knowledge so well embedded in my head through spaced repetition and so frequently reviewed. I need to apply the same treatment to C# and GDScript, as well as algorithms, design patterns, and more. Game design itself I can do to a decent degree of success all the time, thanks to years of constant thinking about it, so it's a matter of being able to implement what's in my mind.
Productivity is my goal for May, with an emphasis on product. The Decade Jam Community Project Task Force is ~~steadily lengthening its acronym of DJCPTF~~ hammering out the final details of our game and I am even now working on early code for it. Test projects for a custom engine are underway as well, and I expect to have multiple test games to show off in next month's summary post.
While I expect to continue to focus on Rust and Godot, I am not opposed to a return to Unity or Phaser as well. I hope to construct a strong portfolio over the next two months, and while I think my skill in game design, mechanics, and AI are solid (always worth improving, though), I think my generalist knowledge is another strength. I'm trying to be a T-shaped person, as some say. Being able to work across several engines and frameworks will not only improve my skills, but make me more likely to be available to help with a particular task or job, plus help others cross such divides.
Here's hoping for plenty of productivity next month.
Enemies now bite back!
Also, there is rudimentary sound, which gives not as much depth as I had hoped. Anyhow, enjoy the changeset and the gif.
I did only minor work and it still took me one and a half hours :/ not happy with the speed
I want to implement mechanics! Also I'm thinking of changing to Scriptable Objects for Ingredients, Tools and Items.
Also, I need to find out how to prevent Canvases from overlapping (I want the inventory to find the best space where it occludes neither the toolUI nor the player).
Also, I want a Custom Editor for Ingredients because I'm interested in the topic :D (I have a few ideas).
Check out the changes here:
p.s: the Tool UI in the gif now stays with the tool, I changed that after making the gif
Also: Progress bar of the tool just fills over time, no actual meaning behind it (hopefully this changes tomorrow)
Refactoring code to make it not just a bunch of gigantic static classes with a million static functions. Breaking apart code into smaller chunks for clarity. I realized with how asynchronous this game is it will quickly get out of hand if I can't keep everything organized. So-far, so-good. I think I'm on the right track.
I implemented Ingredients and Tools. Add an ingredient (e.g. a herb) to a tool (e.g. a mortar and pestle) and you can change the attributes of ingredients (well, almost, there is no actual logic for changing attributes but all the containers are ready)
Missing is: Tool UI, UI interactivity, some proper attributes and an Editor for phase transitions (currently it's with lists of custom container classes)
No gif today because you can't see the changes xD
watch them on github instead:
is the mother of every product... or so?
I wasn't particularly fond of my last submissions so I decided to not program anything but rather spend some time in planning until I know what I want to the fullest detail.
Also, I decided to delete all the UI stuff because it was getting pretty convoluted and concentrate on the mechanics. When I know how the mechanics work, I can reimplement UI
When I had to guess, I'd say I lanned about 50% done and I'm happy with the results, planning makes thing so much easier.
No changes today, no github link
Was lacking motivation after working all day and going to class, but I still managed a little bit of work:
* Added 6 more (free!) classical songs from www.ourmusicbox.com. Brings the total up to 12, which I think is enough diversity.
* Started porting to iOS. All I did was pull the project down from SVN on my mac pro, build an xcode project, and make sure it actually compiled. It actually took 2 tries because Aniballs had an outdated version of the Lunar Console 3rd party asset, but going to the asset store, doing an update, and recompiling just worked. Bottom line: the iOS build compiles, but I didn't even run it yet (the wife's Lightning cable was 1 room away, and I was lazy).
Tomorrow, I'll tackle actually testing on iPhone, making the Apple Store page, etc. Maybe I'll even submit it for review. Then its just down to shooting a new video, and releasing this thing!
What I don't like:
Things I need to think about:
Things to figure out:
Drawing the game pieces has been quite fun. A nice change from the coding. I'm not 100% satisfied but they turned out much better than I anticipated. They will at least work for the initial game. I didn't really have an art style in mind but I do like the flat color and clean lines (the troop kinda breaks this a bit but still feels like it fits in with the others). I honestly don't want too much detail for the pieces as there will already be a lot going on with the board and I don't want a bunch of rendering artifacts when zoomed way out.
I implemented a simple Inventory with UI
it might be a bit hacky, but it does the trick :D
current latest commit:
Finished off the Rainforest Pack with these 4 new Aniballs
This is the full pack now: