I've had to spend more time away from the PC after my gran decided to go for a wander by herself causing me having to run down the streets looking for her. Thankfully she's fine X'D.
We now have a second camera set up, so I'll know if she tries it again!
Since them I've been taking her for more walks to make sure she doesn't decide to go on her own, and spending more time with her downstairs.
Anyway, on to what I've got done!
Edit: This is my second attempt at a write up, Patreon discarded the last one due to sync issues, so this might not be fully accurate or in the correct order.
Figured it was about time I made a Title Screen, I decided I want to have the camera pan across a game world, so I'm going to use the World Gen. Unfortunately that means some major rewrites since the objects that store that data aren't created until you move to the Island's Room.
So first things first split the Proc Gen code in two, so I can generate the Island's shape earlier.
Since the Level Object doesn't exist yet, I temp stored the grid data and used the Minimap code to show it...kinda worked but it's the wrong size?? At least it's fast!

2550
Got it working, and added in the Loading Bar from the full World Gen, you can see here the Island shape being generated a couple times before starting a new game. Also changed to creating the Level Object on start up instead of on Island Room creation.

2552
For the Title Screen, I want the World to be somewhat focused on a Beach (also useful for opening cutscene), so I figured the best way to make a Title Screen World, would be to make one normally, save it, then when I load it crop it and shift everything up to be back in place.
Then save it again as a separate map file which can then be loaded into it's own titlescreen grids on start up.
Bunch of issues arose from this, mostly having to do with needing to update a whole host of code that relied on the Player and camera existing so I could run it on the Title Screen, including the Draw Ground code.
This gif isn't very instructive, but the initial scene without a minimap is the title screen, once the minimap appears that is the New Game menu where fresh world is generated, then the game is started, and quit back out to show that the Title World was maintained.

2553
Updated the Spawn Nature code so that it could be use on the title screen, updated the Culling System so the Title Screen has it's own.
I started an update so that The Underground/Caves/Title Screen could have their own Chunk Controllers, but it seemed overkill so I'm not using it yet. I'll probably never need it for the Title, but it's there if the other areas need it.
Moved the creation of the Camera to the Title Screen and added camera panning.
2554
Set up a basic menu. Updated my 9Slice system since I wanted it to draw the UI boxes, tried to make it easier for me to use as I completely forgot how. I need to go through all the menus and swap them to use that instead of separate sprites.

2555
Basic menu for World Generation is set up, added some hotkeys for looking around the Minimap preview. I need to add some world size options, but they're gonna effect generation/load time so I need to do a bunch of testing first as well as see if I can reduce it anymore.
https://i.imgur.com/fXGM4ol.gif
2556
Set up the Load menu to work, then got ambitious and re-wrote the save/load system to allow for multiple save slots. For now it's set to 3 because of how I'm showing the Minimap previews. Also added a delete option!

2557
Added the Character Creator to the Title Screen.
https://i.imgur.com/AXSp6nY.gif
2558
Rewrote how the Portraits data is stored, and added some new part variations as well as palettes.
Also added cropping to hair and hats so they don't go out the box. Realistically this menu needs a full rebuild, but it'll do for now!
https://i.imgur.com/Ye1B8me.gif
2559
Updated Treasure Rooms to have random Trap Patterns.
I could have sworn these rooms also had random lengths, but I guess not. It's an easy change to add, but the code for Trap generation will need a rework as it's based on the coordinates of the gate area.

2560
Started reworking the Special Cave System that generates Ruins. Made it so the "MidRoom" which consists of a start area and a central point with randomly generated connected areas can have Ruins generated into them.
Set up a Test script so I can plan out new Ruins much easier, got a bunch of ideas for them but for now I think this'll do.
One more thing I need to work on is making the Mineable Walls from Caves compatible with Ruins...
https://i.imgur.com/PoqfzWy.gif
2561
Bug Fixes and small Changes
Updated Cull System to use the relevant grid's width instead of the room width when checking for out of bounds.
Updated Traps to have their top parts draw at the correct depth.
Updated Paving System to work in the Caves.
Added new Food to be crafted in the Cutting Board Station.
Fixed a bug where Plant Pots would become Soil after they dried out.
Fixed Cave Generating not clearing the temp build values.
Fixed Teleporters not working if I'd used the debug controls.
Fixed a collision bug with Gates when they're down. You need to remove their mask_index by setting it to a 1x1 sprite with no pixels and automatic precise bounding box.
Fixed Torches not being able to attach to Walls in Ruins.
Fixed Plant Pots being created over Ruin Torches in Caves.
Fixed Wall Hangings not being Loaded on Save Game load.
Fixed Crash when entering Equipment Menu after using the Mailbox.
Fixed Walls not always passing through their hanging data.
Fixed(?) bug where sometime Goblins would have no mouth.
Thank you all so much for your patience and your support, it really means the world to me.


Please take care, stay safe out there and keep being awesome!
All my progress posts in chronological order
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