Today I refactored the state machine, it is smoother and inputs are now where they belong (except for the normal world state... yet)
Also, I added some more functionality for the inventory submenu, but it's not quite ready yet :)
no visual changes, so no gif.
see changes here:
https://github.com/Papiertig0r/Alchemy/commit/6e4bd9d5fa746882978922cfd8e7c4c7ebc5f4b3
No user interfaces, but interfaces nevertheless.
Now it is possible, that even enemies can throw weapons. The same system could be used for spells etc.
Area of effect is still missing, but I'm inching towards it xD
See the changes here:
https://github.com/Papiertig0r/Alchemy/commit/fb9963ae2de2ffc10198b98d5072474d94b48639
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.
https://github.com/Papiertig0r/Alchemy/commit/84a77c87a50b5717ac46a0c8d838bc1c44717266
Producing content is so much easier :D
I did a lot of work today.
First I pulled some sprites and created some animations for idling and walking. Then an enemy controller (which I later abstracted to a CharaController (which I will later inherit from for the player, too)).
An enemy now has an aggro range (green circle). when the player enters the aggro range, the enemy will follow the player until the player exits the aggro range.
An enemy also can be tethered to a spot (white circle).
However, I have a bug I don't know how to fix!
In Unity you can mirror animations but if these animations are sprite based, the property has no effect. So Icheck if input on x axis is greater than 0 and flip the image accordingly BUT when you release the axis, it defaults to one direction
The line
spriteRenderer.flipX = translation.x > 0f;
is responsible for that behaviour. If the direction button is released, I want to retain the current flip state (I can do this with an extra bool, but there has to be an easier way)
See the changes here:
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:
I'm not happy. I'm not happy at all.
Doing gamedev every day is hard, especially when you loose your guiding thread.
But I guess, I ougtha pull through, eh?
I think of doing some content work (I know, it's not important, but at least you see some progress) and I'm going to work on some editor functionalities.
I really need a task board or something.
See the changes here:
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
Oh man, I'm getting more and more unproductive - I think I havent planned enough so I'm going to spend some time planning and writing down what I need to do, then ordering it after priority
Nevertheless I implemented some gameplay elements, an ingredient has a concentration and can now have multiple effects, these effects have a concentration at which they work the best and so on :)
See the changes here:
Did only small things for better readability, can't wait to work on mechanics again (hopefully tomorrow!)
but now there is a context sensitive button system, yay
No visual changes today, so no gif
check out changes here:
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)
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:
I implemented a simple Inventory with UI
it might be a bit hacky, but it does the trick :D
current latest commit:
I'm excited to see how far I will make it
I'm trying myself on an action-rpg with alchemy much alike to the Atelier series.
For the battle-system I'm thinking of secret of mana (or Star Ocean 2), for the alchemy system I'm imagining the mechanics of Big Pharma and the Style of Morrowind (Elder Scrolls 3)
I implemented a moving character and you can 'pick up' items (not really, they just disappear xD")
See changes here:
https://github.com/Papiertig0r/Alchemy/commit/a8005b80f4edec56b9fb75cca557aa0aa0d96463