Fifth Week


Hello again! I hope you’re doing well.

So, I’m done with the console! This was hard for me for two reasons: I lack some math and I really hate GUI and the so. Not only the code, but the distribution, the refresh time, the event guided,… pfff it’s a bit hard for me.

I’m a bit behind schedule (following tutorial and Reddit post) and I think I’m not gonna finish this at the end of the month. I’m working on the game two hours a day on weekdays only, but, when September comes I have some other plans. But it’s not anything written on stone so, I really would like to finish or to have something super-playable.

But well, now is time to talk about the game. First, there’s a console. The console was a real pain in the ass because all the labels, panels, etc. had some limitations. Some refresh transforms on the next frame, some didn’t share position, some blah blah blah. Well, after some hacks I’ve got a 100% working console!

Then I put a camera. If there’s a console on top left corner, I thought that the easiest solution for the map view was the camera. Naturally, I could have limited all the map space on a single screen, not movement, and so but, instead, thought of a camera. Truth to be told, as things are right now, it was the best solution.

Also the player can kill enemies, but, enemies have no AI yet. I think I’m gonna put the AI at the end, ‘cause it seems a little pain in the ass. Also, although I’m following Reddit’s tutorial I need to design dungeon change and the end of the game (or no end) and, pffff, if I have to design the AI now it’s like a…

And, the best thing is, I have a fully functional A* project and a fully functional Behavior Tree for the AI, but, well, maybe I’m lacking some motivation.

Next is, the player’s interface, some inventory system (yes! The things I hate the most!), random attack between some values and gearing up. Pffff, well, this is it.

See you all next week (or the other) and take care and have a good and pleasant week!

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