Submissions from 2018-01-09 to 2018-01-10 (4 total)

I have finally got enough desire to work on games again. I have had this game idea for a long time that I finally started working on. But the first thing I need is a super speedy path finding algorithm. I tried one I wrote years ago, but it didn't work as fast as I wanted it to. (It took 2 minutes to calculate where to go on my 100 x 100 map) So I did some googling and found this EpPathFinding, and now it's instantaneous.

Why reinvent the wheel, when someone else already has?

More learning in Pro Motion NG, loving it so far. Moving stuff over to tiled to replace my programmer black and white art. I made my own Tiled Importer so tomorrow I'm probably going to play with throwing this into unity. Still new to pixel art so any tips are super appreciated.

Spent 3 hours reassembling my computer since my RMA'd GPU and PSU arrived. Everything went pretty smoothly, but I kept getting frustrated by cable management, and took my time.

This puts me back to working in the sandbox on my desktop for the first time since November. Luckily I remembered to push all my changes from my laptop before shutting it down, and everything seems to be working.

I spent about 5 minutes actually doing gamedev after verifying my environment was back up to par. I changed AOE attacks to play their visualization in every tile, regardless of whether there is an entity there. This should probably be configurable in the attack instance, but I can add that later. Here's what it looks like with the 'flame thrower':

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Neat!

On the bus drive home, I had some ideas (although beeing rather sleepy)

First of all I deleted every single UI object I had and I'm going to reimplement it only when absolutely needed - or at the very end :D It was too convoluted anyway.

I refactored some part:

-the inventory, I don't know if I'll stay with an itemSlot system or if I just add every item to a single row List and sort it from there (which I would prefer but I don't know how to do that exactly)

-I made Effects a Scriptable Object so they would be shared amongst the various ingredients and also so that I can create them from within unity

Lastly, I upgraded the player controls. I have finally decided to use support controller only (for the time beeing) because it feels much better.

The next days I'll use for setting up some animations in the controller (to resemble attacks and dodges I'm going to set up) as well as implementing some enemies so that combat can begin.


Doing something everyday is hard but also rewarding. There will be phases where you don't think you can do something useful. Push through.

See the changes here:

https://github.com/Papiertig0r/Alchemy/commit/f2e4...