But first, some housekeeping… Alright, I’m removing the “Day X” part of the title post. The point of the Day X posts was to keep myself working every day. It made sense when progress was happening fast and huge decisions were being made daily. I’m progressing into features that are taking longer than a day,…
Today was an “under the hood” kind of day. Yesterday, I implemented the basics of the display part of the dialogue system. After all, it doesn’t do us much good to have a fancy editor if we can’t use it to build things that actually work. Today, it was time to make the whole thing…
I spent the little time I had today extending the dialogue graph to include events now. I’ve only implemented two – those are adding or removing items, and setting or unsetting progression flags. But as I’ve previously discussed, implementing 2-3 nodes is typically all it takes to figure out what needs to be generalized on…
I was just cranking away on the dialogue graph editor. Yesterday was mainly a proof of concept. You know, a prototype. Today I had to shift from PoC mode into final product mode, so it was a lot of rewriting things, making things work better, cleaning things up, and extending it to work with more…
After having gone through the journey that was re-deciding to work with Godot, it was time to start moving forward again. And holy fuck this was quite a day. I haven’t really doubled down, I’ve like… tripled down. The next step was, I came to believe, making the server the authority over items. See, when…
I’ll admit I’ve been struggling lately. I started suffering a lot from the grass is greener fallacy. I like Godot, I see why people like it, but I’ve been feeling so much lately like I’ve been making my game in spite of the editor, rather than alongside it. Okay, let’s see… examples. Godot’s signal system…