Game
BossMan
7 years ago

BossMan Devlog 3 - Arrays


I’ve finally figured out how to work with arrays, and man are they useful. If you haven’t used arrays in your own project, you don’t know what you’re missing out on. Unless your project doesn’t call for arrays. But even so, arrays seem to be a pretty powerful tool. They have allowed me to rework the crude mechanical structures I had in place for ordering from the office supplies catalog with a sleek, functioning system that allows the player to drive themself gleefully into debt. An array has also helped me work out an announcement system that queues announcements, such as multiple intern deaths, to display one at a time, so now the announcements won’t be fighting for screen time. I’m not saying arrays are my “best” friends, but we’ve definitely got a more intimate thing going than “acquaintances.”

Gosh, what else? It’s been a while, and thanks to my first little video reviews by Electric Donkey and Jupiter Hadley, I had some clear design moves to make. I’ve greatly reworked the save system to be a lot better. I’ve also redone the menus to have a more consistent look. Oh, right, and I’m kinda burying the lede here with all this talk of buried lede, but there is so much more tutorial now than there was. I’ve also added a bunch of onscreen button prompts. Though I want the player to mess around and discover things, they’ll be much better able to do this if they know what buttons to press. Basic movement probably shouldn’t require discovery.

Things just work so much better now. Feedback is a powerful thing. Arrays are awesome, and by the way, switch statements are pretty cool, too. The toilet now flushes, and the interns have a book to read while doing their business. Some day, the player will get to read that book, too.



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