Day 2 and 3 - Progress at the Expense of Progress


This devlog is so late that it might as well be redundant. But that's a good thing. A late devlog means that I've been much more productive than I hoped. This was the case for Day 2. Despite the fact that I was very productive, the progress itself isn't really that tangible. I don't have impressive screenshots to show for it. I do however have a mass of boilerplate code that I think will help accelerate the rest of development. Oh, and Day 3's update is here too! Day 3 actually isn't over yet (still a few hours to go), but the big milestones have made their way in.

Things I did
Experience crippling shame at how much better Voxelate's Day 1 devlog was compared to mine.
Created a pretty robust framework for NPC interactions. This is very important for the game. I think it might be a make-or-break feature.
Made an inventory manager, which is more or less based on the inventory manager from last year's entry.
Worked on some music.
Added keyboard controls to the GUI.
Drew some graphics - NPCs components, some tiles, some items.
Character creation GUI. You can pick hairstyles, hair colour, outfits!
Spent hours bug hunting a particular bug involving coroutines, before sending the code to Voxy and begging him for assistance. He spotted the error in about two seconds, and it turns out it wasn't even with the coroutine I wrote - it was a typo I made. Sigh.
Item identification!
Spent much time being grateful that Godot 4 has first-class functions.

I'm sure I'm forgetting something....

Until tomorrow!

Leave a comment

Log in with itch.io to leave a comment.