7 months ago

GameDev Progress Post for February!

Happy March everyone! I hope you're all doing well! I think this is everything I got done this month!

Enjoy!


Weather

Continued working on my weather rework, added additional Particles for each Rain and Snow speed instead of just changing the speed when new weather starts since that makes it change for all current weather in every chunk.

Set up a timer to make the weather ground effect happen in time with the weather particles landing.

 

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1864

 

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1866

Not sure how this happened? I wasn't able to replicate it again and I didn't change any settings, so something to keep an eye out for...

 

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1865

Goblins

Split the Goblin sprites into 2 more parts. Previously I had Body/Ears/Arms/Hat, now body is skin/clothes.

 

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1877

Might have messed up at first though, put the RNG value in the draw code instead of the spawn code so...Goblins with Power Stars?

 

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1876

Quick stress test

 

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1879

Split up the other existing Goblin sprites, they can now sit and maintain their palettes, also the player can roll around (at the speed of sound?) :D

 

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1891

Started work on an Conversation/Emote/Reaction system for NPC's. If they're near each other they'll exchange a little animation.

 

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1892

 

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1893

 

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1894

Added some spinning to make it more lively

 

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1896

Added [Happy Clapping] as a Reaction option

 

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1897

Look at these two love birds! <3

 

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1898

Added [Shocked] and [Laughing] Reactions

 

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1899

Made it so Reactions aren't always the same for both Goblins

 

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1900

Cleaned up the code and fixed some bugs, Goblins no longer get stuck with their arms in the air after jumping sometimes. They now also face the correct way after spinning.

 

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1901

I've got the Reactions synchronised, but I'm thinking it might be better to have a Call and Response system so it's more like a conversation is happening. Might add a counter so they can have more of a back and forth.

Added [UwU] reaction

 

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1902

Added [Plead] reaction

 

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1903

Underground/Caves

Started working on stuff below the island.

 

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1872

Thought I could just using the existing draw system for the island, but since walls need a higher part and a different depth based on place that's not possible, so I'm only drawing the floor with that. The walls are done as tiles since you can add them with depth.

 

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1873

 

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1874

After many mistakes and at least 2 days lost overall, I built a new Auto-tiler for it since the cave walls are taller than 16x16 and I couldn't get my head around how to draw them with my existing tilemaps T_T

 

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1875

Realised that my new Cave system code broke how the Underground worked, so I had to remake that using the same stuff, but with a pre-defined shape.

 

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1880

The Underground is now built like how I'm doing houses, from strings in arrays. Which works really well but I hope I can find an easier way to populate it, because while it's quick enough to add new rows adding new columns is kind of a pain

 

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There's also an issue with adding Objects like Torches to this array, since tiles are 32x32 and torches base is 16x16.

For now I've just set it so if the Torch Y value is greater than the mid-point of the room, offset the Y of it by 16. Same for if it's X value.

 

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1881

I've had some other ideas to deal with this, but this is probably the quickest and simplest. But it wont work for everything.

-I could just make an array that lists the object types and their x/y values instead.

-I could just put them dead centre of the tile? That's not how buildings work on the Island, but meh!

-I could make new sprites that are tile sized? Give the Torches a big fancy base!

Buildings

Add Wall Torches, and set them up to be controlled by the Wall they're attached too.

Will probably add a flip button for if there's a wall on either side of the placement area, as well as adjusting the preview direction

 

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1883

This works, but I'm not really happy about having the Torches as separate objects to the Wall. I might change it so you just add an image to the Wall instead. The only issue with that is you won't be able to select the specific side to place it on without a big rework to the Build Collision Check code. So instead you'd select the Wall, and then cycle which side to build on.

I can't think of a way to select which side to destroy with that method, so I'll probably be limited to 1 Light per wall. Another concern with this is building Walls where there's a Wall Light already, will need to add a check for that.

Never mind! Set them up as Over Layer objects to Walls, and added a check for them when Selling things!

 

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1885

Should be pretty light on the fps, they have as few variables as I could get away with, mostly just  their wall, and refund data.

Older gif, but they provide light correctly too.

 

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1884

Fixed the X offset for Wall Torches and added additional sides to Walls, as well as a Front Plate, so now I can do Wall Hangings, like Paintings! Currently there are 3 designs!

 

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1887

Tried experimenting with wider Paintings.

 

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1888

it works, but there's an issue where you can still place a Painting one Wall to the right, so that's not ideal. I could make it so placing a wide Painting assigns it to each Wall under it, but that's going to cause issues with loads of stuff.

 

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1889

Maybe I'll see about making it so adjacent Paintings merge and just have the 16x16 ones?

So split the wide Painting into a left side and a right side?

Added a Fountain. It's both decorative and functional! You can fill your Watering Can here as well as throw in some money for a wish?

 

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1890

I'm thinking I'll reuse some of the features from Perpetuus Redux for this, at least the ones that are compatible. But since you aren't limited to random encounters I might limit some options to once a day.

I'm also thinking of either limiting how many Fountains you can place or have it spawn as part of the Ruins on the island. My reasoning being I want decorative items to have effect on Goblins happiness, and for the player not to just spam them everywhere X'D Maybe an area of effect applied to houses would be better than just a build count for it. ?:)

Optimisation/Testing

I did a rework of Flooring, swapping out objects for a ds_grid, I was looking good but unfortunately since I have bits of Flooring that are higher and should block the view of things behind them it's not going to work. 

 

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1868

Drawing the sprites from the grid data doesn't allow for adjusting depth.

 

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1869

So I've taken it back out and went back to the old code. There might be a way to do it by changing the depth of the the object that is drawing them after each line? But I'm not sure how good an idea that is to do.

Did some testing, turns out you can't change the depth in the draw code...so that's out. There is a   possible way of doing it using the 3D3/GPU specific draw code but I couldn't get it to work

 

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1870

At the least I could use this for Roofing!

Bug Fixes and small Changes

-Fixed a bug where rolling into Trees wouldn't spawn their Drops.

-Fixed a bug where the palette shader wasn't getting all possible colours.

-Added Tile Collision checks for Water Edges and Cave Walls.

-HOPEFULLY added the Wall Escape code to the correct place, so the game wont freeze if you get stuck in a wall.

-Swapped out a bunch of If/Else conditions with Switch Statements.

-Fixed a condition where Soil wasn't being Culled.

Thank you all again so much for your support and interest, it truly means the world to me and helps keep me motivated.

 

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I hope you all have an a amazing month, please look after yourselves!



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