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Day 15 – Dialogue and Game State
Yesterday was a really light day. I didn’t have a lot of time available to me, so I was just kind of noodling while doing other things. I expanded on the dialogue system quite a lot and made it so that things can be triggered by the dialogue system now. For example, dialogues can now […]
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Day 14 – Who has two thumbs and rewrote his entire dialogue system and then ripped it out and replaced it with a library that already does everything he actually wanted to do?
This guy. So I was agonizing about the dialogue system all day. I love my dialogue system, but the problem is that I’m reinventing a wheel that’s already been reinvented a million times. I was going to have to solve a bunch of problems that have already been solved. And on top of that, I […]
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Day 13 Part 2 – We should talk…
So I did a bunch of the work to port my old Unity dialogue system over into Godot. It has, quite frankly, aged like fine wine. I was proud of it when I wrote it, and I’m proud of it now. This was written a lifetime ago, so I’m very happy with the fact that […]
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Day 13 – We Login Now
I had a very good reason for deciding to go down the route of hammering out account and character select. I can’t remember what it was, but I know I had a very good reason this morning. So what I did today was split the login activities out of the gameplay activities, and now I […]
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Day 12 – So I Had This Dream Last Night
I had a dream early this morning: I was working on the game, same as any other day. Nothing was different or special, it was my same little RGB sprites in my same little void with white boxes. I was working on something stupid. A UI element. But suddenly people started connecting to the game. […]
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Day 11 – Set the Stage
A lot of today was setting up what is to come later. I did a bunch of thought about how I wanted non-player interaction to work. I basically sat down and enumerated through all the different things I wanted players to be able to interact with. Those things included NPCs, Shops, Resource Nodes, Random Objects, […]
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Day 10 – All the better to see the UI wi- STOP IT
Listen, today was really hard. This whole week … actually to be honest I have been burning the candle at both ends since 2022 and I am heading straight for a complete mental breakdown with the pedal to the metal. So, on that note, I worked on the UI again today. I watched a pretty […]
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Day 9 – My Grandmother, What Big Eyes You Have
All the better to zoom in on you with, my dear Yeah I don’t know why, but for some reason I decided I really wanted to implement some rudimentary camera controls. I made it so you can zoom in and out with the mouse wheel, and the zoom follows a curve so I have fine […]
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Day 8 – No More Rabbit Holes, Man
Alright, well, except one… I had built this options menu that was tied exclusively to my main menu. The main menu and the options menus were all tied up in one another, they shared the same scene, they were totally linked. But I wanted to be able to open my options panel in the middle […]
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Day 7 – Rabbit Holes, Man
I don’t even know where to begin with this one. Rabbit Hole 1 So last night I mentioned I got into a fight with ChatGPT for three hours and then eventually gave up on Reflection helping me auto-wire up some of my more annoying code… Well I got into another fight with it (and the […]