Day 4 - The mortal danger of weapons


This devlog entry is now almost a day late. The reason for that is that I wanted to make some improvements to the crafting GUI so that it could actually visualise what I was working on. But that didn't happen.  My devlog has been woefully short on screenshots! Unfortunate, as they're so important.

I had less free time on Day 4, and shockingly only worked on one thing, which I didn't finish, and which I definitely shouldn't have been working on at all.  And that was calculating the properties of a weapon the player has put together from components (see Seilburg's Day 2).

Despite repeatedly warning Seilburg about the time-pressure dangers of the crafting system (and originally being skeptical of the idea because it seemed distant to the themes of the game before being sold on the potential) I stabbed myself in the foot when I decided to start working on it myself after he implemented the initial version (and created the GUI).  I had so many ideas about physical-correct calculations. I made some ludicrous claim that calculating the moment of inertia of a weapon and making use of it would be "simple". Well, after a whole lot of code to calculate weight, centre of mass, most suitable handle position, reach, torque on the handle due to the weight of the weapon (taking into account chain components and balance), and moment of inertia, turning those numbers into the numbers actually needed (damage, etc) is still ongoing. Unfortunately I need to make some changes to the GUI, but Godot's GUI Controls are so complicated that I don't understand them.

On the positive side, we did start slashing features. Schemat is relegated to a future release (now I'm forced to keep working on the game after the 7drl!). There will be no indoor maps or programmatically generated rock formations.

Leave a comment

Log in with itch.io to leave a comment.