I finished up the walls and the graphical glitches to be satisfactory.
Then I started experimenting with Perlin Noise for mountains, and in doing so I found another graphical glitch I missed before.
Overall a very productive day.
I was absolutely not feeling like doing gamdev after work and class tonight. I actually played video games (Rocket League) for 2 hours instead of doing gamedev, which is rare for me recently.
By 10pm I finally got the motivation to do some gamedev. I wanted to add a 'grappling hook' ability that will pull an entity right in front of the attacker. This will be a utility move for melee classes for closing the distance to ranged enemies. However, when I sat down to implement it, I realized it should be loosely based on my 'push' ability which I haven't kept up to day since the AbilityVisualization and ability UI system reworks. I spent about 30m updating it to a barely functional level (didn't actually implement a visualization, but the ability still 'waits' for all the enemies to move before completing). And then I lost motivation, and am going to bed. 30m is better than 0m!
Inventory submenu is really coming along.
I added a singleton for the inventory because it is easier instead of typing PlayerController.player.inventory all the time.
It is possible to discard items but only one at a time, I want to implement a long button press to discard a whole stack.
Next up is applying effects to weapons and armor and mixing ingredients
changes:
https://github.com/Papiertig0r/Alchemy/commit/b8255c36f3a3086301048330e5143a50731f7486