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Iteration 2 Journal

Sean Kleinjung edited this page Nov 10, 2021 · 7 revisions

Iteration 2

November 7

  • abandoned 'puff' effect on death -- it looked bad, was buggy, and wasn't adding much. will focus on other features and find juice elsewhere
  • Added 'item inventory action' system for items to report actions they support when in a creature's inventory

November 8

  • Basically completely removed recoil. It was freezing objects in the engine, preventing mutations. World is now stored in context, and there is a hook to retrieve it and re-render after every turn.
  • Added 'modal' ui component support to expedition screen
  • Added 'item interaction' system for items to report actions they support when on the ground in a creature's cell
  • Implemented drop/pickup capabilities
  • Added treasure spawning to the map, and somewhat correlated monster spawns with treasure
    • the loot table system is way too complicated, took a long time (~6 hours) to make, and doesn't really work well. will probably complete replace it, so should have spent less time up front
    • item data and related classes are cumbersome to use also

November 9

  • Added monster loot when they are killed. They do not currently use the items however.
  • Lots of ui/ux improvements based on playtesting
  • Started A* pathfinding implementation

November 10

  • Finished pathfinding
  • Adding ability to 'click to move'
    • required reworking engine to allow for multiple turn invocations from a single ui event
    • there is now a ticking 'game loop' in the world that processes things regardless of the ui.. the ui just sets data when relevant
    • still some state->ui ugliness, but it's getting better
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