It’s been a little silent here for a while because I haven’t been working since October but now I’m back with tons of progress!
First of all, I finally finished my scripts which concern the clock and the NPCs. I threw it all over and tried again from the very beginning and… it worked out. It was the stuff I was working on for months and I it took me just a week to make a new way better version of… everything. I have overcome a blockade I guess.
So now there is actually progress! I HAVE FINISHED THE MOTHERFUCKING SHIPYARD! An obstacle I avoided for so long. A couple of NPCs have been already scheduled, there are 3 (actually 4) new maps, 2 new cutscenes. I have also finally added all the balloon icons and made a couple new character sprites.
So stay tuned! Next up are the forest maps and the first quest and finally use of the menu features I implemented at the very beginning and wasn’t able to show them yet. See ya around.
Lean back and watch the sunset.
And if you do, you might trigger a monologue of your lead character.
Panorama spots are not marked and they only trigger if you stay at one point for some time but if you feel like the view is worth it, just enjoy it and you might get surprised.
This is my new entity buddy.
He can already do quite a lot of things, here are some examples:
The Scan and Movement Methods:
moves randomly until the player enters his scan area (→range, →modificator)
follows and attacks the player when in range
avoids most obstacles (see other methods below)
moves according to a move route set by → add_step
starts event when the player is in range
scans the area for the player (see examples below)
adds count times the move direction to the move route
up, up, down, down, left, left, left
moves its route set with add_step backwards
Scan area examples:
Round view: scan(2, true)
Forward view: scan(2) or scan(2, false)
Expanded view: scan(2, 6)
Note: The scan method has no use on its own, it is only used within the move and seek methods using the same parameters.
move(2) → scan(2, false)
seek(3, true) → scan(3, true)
Round and expanded view cannot be combined.
A summary method to initialize the pathfinding algorithm
resets all temporary variables
locates all obstacles in range
locates the player and the entity
returns the position between the player and the entity to optimize pathfinding
adjusts the maximum path length in relation to the surroundings to optimize pathfinding
searches every possible path to reach the player and automatically filters the shortest one
recalc_pos(x, y, d)
recalculates the coordinates x and y if you move in direction d
converts move direction (“up”, “down”, “left”, “right”), into a move command
returns the opposite of the direction
“right” → “left”
“up” → “down”
There’s still a lot more to do but I’m making great progress and it’s extremely funny to interact with this little guy. (I made him go through labyrinths to test his pathfinding skills) See ya.
After too much time spent on playing games myself, I decided to get back to work.
Bugfixes & System stuff:
All occurring errors caused by the new features when you start a new game, mostly undefined variables, have been fixed.
The calendar, as well as the hunger bars, have moved to their own classes. Plus, the calendar itself no longer depends on a common event. The clock still depends on the in-game timer, but as long as I don’t have any issues with separating them (clock and timer) I probably won’t change that.
The system concerning the hunger bars has been rewritten and compressed.
A player won’t notice any difference though.
I still didn’t finish the shipyard but I added this pigeon.
Note to my future self:
Still gotta add all color tones for the calendar system and by that, you should probably rework the script too, as you did it with the hunger bars. And get up and finally finish the shipyard and the store or you’ll never come past the tutorial.
PS: The BalloonIcos are waiting for your attention too. It’s been one month, show them some love.