Submissions from 2018-01-04 to 2018-01-05 (2 total)

Another GIF-less update unfortunately. I spent about 2 hours refactoring my AbilityVisualization system to be a little more streamlined. It still contains the same components mentioned yesterday, but I've streamlined how the various parts communicate when they're done doing their work. Previously, it was hard to even tell when the ability was actually done depending on what type of visualization it used, and what kind of side effects it caused (targets getting hit, etc). Now,all the logical side effects of the ability (just doing damage for now) happen instantaneously, regardless of the visualization. Only the visualization can actually be async. After starting an ability, the entity (Player/Blob) polls i'ts IsFinished, and when it's true, definitely completes the turn. This puts more responsibility on the visualization to know about things like whether the target has a take-damage effect (and when that's done), but I think this will be more manageable in the long run.

Meta: that paragraph is pretty incomprehensible, even after re-writing it 3 times. That might be a sign that I still don't know what I'm doing Hmmm

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:

https://github.com/Papiertig0r/Alchemy/commit/63e8...


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)