11 months ago

Here's my #Goblin #GameDev Progress Post for December!

Happy New Year everyone!! I hope you all had an amazing holiday!

I got a bunch of stuff done this month, including stuff I'd been putting off for a while so I'm really happy with my progress!


Thank you all so much for everything this past year, you've all really helped me out a lot!

Patreon version

Systems

Save and Loading

Started working on adding the Goblins to the Save and Load system.

Got them working with Chairs! After an initial bug XD

 

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1743

 

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1744

Saving now saves Goblins appearance!

 

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1745

I went for this early because those variables are all setup (though I'm going to add move variation) and because I have to turn an array into a grid, save it, then convert back again. So it's a bit fiddly!

Added Stats!

 

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1746

Added pretty much everything else, I've skipped Inventory for now though. I kind of want to rework it. The generation code is fine, but how I'm doing what they can buy/sell is a bit convoluted!

Orchards and Farms and Apiaries (added after this gif) have been added to the Save System.

 

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1773

House and Job ownership is now saved too.

 

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1775

Pathfinding

Fixed an issue where Goblins wouldn't actually get into bed but would still be in it

 

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1746

 

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1748

Found a bug where on rare occasions Goblins would get stuck standing next to a chair they used to be sitting in.

 

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1782

Ended up adding separate states for entering and exiting objects, but this didn't fix the issue. Seems they were getting stuck without a path possibly by being not entirely off the chair. So I added an extra Else statement at the end to check if they were still interacting with something but at position 0 in a path. Seems to have fixed it!

Items

Made it so you can throw Snowballs.

 

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1779

It's a bit janky, since Goblins don't have real hitboxes, only their placement box for movement, so I had to fudge the collision check. Eventually I'll give them a proper hitbox.

Buildings

Rebuilt Orchards to no longer have a separate "TreeSoil" object, it's just the Orchard frame + the trees now.

 

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1756

Expanding them still works too!

 

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1757

Found some inconsistencies with the Resizing code, so swapped it over to use the same as houses, reworked that and added a nice error wiggle.

 

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1761

Seems I had the edge checks wrong, and only thought it was right because the Beds and stuff were working as a failsafe check XD

Added the option to rotate Rugs, also a Plush.

 

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1771

Plush of the Mother Plantimal from the game jam game I worked on a while back! Thanks again for working with me on it LouieJams!  I was thinking you could pet your Plushes once a day for buffs.

Updated Barometers to predict the Weather for their specific Chunk.

 

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1772

Started working on the Re-position system for Buildings.

 

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1778

Currently it only works for Doors and Walls on NPC houses. This is because I need to split the placement check code off from the Build code so I make sure you don't move things that need specific flooring/terrain to the wrong places.

Added Ceramic Tiles for Houses, and some new Rugs!

 

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1780

Also reworked how Flooring works so that you can having alternating Floor tiles if possible!

 

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1781

Also updated it to change in the Menu and Placement preview.

 

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1795

Destroying Houses now refunds some of the cost of Furniture you've placed inside as well as for the House

 

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1782

Changed how the Placement Indicator works. Previously I was trying to make it hop over a building if one was under it's place, but it was causing issues.

 

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1783

Now I'm just temporarily storing the id of the object underneath the place and using that to get where to draw the indicator. This has the benefit of also letting me still show the exact position of it.

Fixed a bug where Selling a Bench Top would spawn a Chest.

 

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1784

Added the ability to move Doors, currently you can only move it on the same row as it's spawned, but I might let you move it to any wall?

 

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1785

You can now move Building parts.

 

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1788

I'm not sure if I'm going to make it so you can move non-house objects, it's going to be a lot of work and you can just destroy and remake. Moving stuff in houses/etc seems more necessary.

I should probably stop you moving occupied seating though

 

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1789

Changed how the Selector Indicator works, and added error wiggles for when you try to do stuff you can't, like move things to invalid locations.

 

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1794

NPC's

Redesigned the Buy/Sell system and it's UI

 

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1768

Combined them into one screen reusing the Chest code as a base. I also ended up reworking how the game deals with the Buying and Selling of Items.

Goblins have a normal Inventory (like the Player/Chests etc), then 2 extra arrays, one for what they want to buy and one for selling (these include the amounts they will trade, and the Inventory position pointers)

 

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1793

Bug Fixes and small Changes

-Fixed the Players Interaction Object not being cleared when telling a Goblin to stop following them, causing a crash when entering the Build menu.

-Fixed Goblins with homes not being able to sit in chairs for more than a millisecond.

-Fixed Goblins not being able to be sit in house chairs on game load.

-Fixed Goblin Item Pickup, was pointing to the Player Inventory by mistake! x_x

-Fixed bug where Goblin item pickup wasn't increasing the held quantity, only decreasing the amount they wanted.

-Fixed Orchards destroying growing trees.

-Fixed Orchards not checking space free before creating a tree, causing double trees.

-Fixed Orchards not destroying Trees when being destroyed.

-Fixed a bug where Crafting Tables weren't clearing temp data correctly.

-Fixed Beds not having bed sheets in Build preview.

-Fixed not returning to the NPC menu when leaving the Merchant menu.

-Fixed NPC's not continuing to follow you when you leave the Merchant menu.

-Fixed invisible bees wiggling crops.

-Fixed transparent Goblins.

-Fixed a bug where you could resize a building putting you in the bottom wall/door.

-Fixed a bug where assigning a Goblin a new Jobsite wasn't clearing the old one properly.

-Fixed a bug where destroying a Bench Top would shift the Bench one tile to the right.

-Fixed Goblins paths getting deleted when entering the House Move/Delete menu.

-Fixed Minimap not displaying the actual scaled size of objects.

-Reworked Goblin tree harvesting to use the same code as the Player to keep things uniform.

-Added Land check to Goblins planting trees in Orchards.


I hope you're all well, and have a fantastic 2024!

 

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I hope you all achieve your goals this year and get to do all the things you've been looking forward to!

Please look after yourselves everyone



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Ok, going by my test project it's totally possible to draw physics objects to the UI (top left corner). That doesn't solve the issue of having possibly 100's of extra object active at once though.

Meh, this is just a thought experiment.

Happy November everyone!

Super slow month since I took a few days off for my birthday, and spent a lot of time making new sprites which doesn't really require much write up.

Happy Sunday everyone! I hope you're well! Family is all back so I got Sunday Lunch today!

Also, so many shiny maonkeys!

Time to get back to Progress Post!

Please take care, do your best and remember you're all awesome and unstoppable in your goals!

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Thank you to everyone who participated in this year's challenge!

(Check the article to links to the original posts so you can give 'em a like!)

OMGOSH! Shiny Shadow Beldum!

Joltober is here! Today's prompt is Spider! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.

WOO!

Ok, this version works without physics. I had to scrounge up some old bullet code from a platformer project I have.

It's nowhere near as accurate, and entirely random bounce angle when colliding with something. But it works and use like 15 lines of code?

I guess everyday is a Friday when it's a #FanArtFriday! This one's my most recent art of Majora's Mask

Yea, definitely time for a Converting/Crafting UI overhaul Gonna make it smaller, and more more intuitive

Every time I go to use this I forget if it's on [Insert Fuel] or [Insert Item]

Swapping to use the Modular InventoryUI from Fishtank etc will fix it!