I know why you're here, so lets cut to the chase:
Update on the Zenand Programming
It's going very poorly currently. This is just due to me not using path-finding in Godot before, so just simple things are stumping me currently.
Another thing that's gone poorly is detecting if they've been clicked on or not. Godot doesn't have a simple way of determining if somethings been clicked or not, so I've had to make a weird work around.
Anyways, those issues should be solved tomorrow, since they're quite small.
Something to note is that I've discovered Godot has very crappy path-finding, luckily, they recently released a beta build of 3.5 which backports some of the new path-finding code from 4.0, which means it should actually be quite nice for Zenand Garden.
Now then! More info on Zenand plans!
One of the things I'm considering is making each Zenand type require certain materials to construct.
I'm not certain about this, cause that'd remove some of the simplicity from the game, so I'm thinking I might not do that.
Another thing I'm considering is how customized Zenand will work. One of the thoughts I have ties into the idea of salvaging dead Zenand, with the idea being that custom Zenand could be made from salvaged Zenand.
Oh yeah! One last thing about Zenand.
I'm currently programming a "Base Zenand", which the other types will be based off of in code, with slight modifications to the script.
The reason I'm doing this is to make it possible for Zenand to be created via variables, or in other words, I'm doing this to make "Customized Zenand" and "Event Zenand" far easier to program in, since for the most part, the base types of Zenand will be using the same code.
Anyways, see y'alls tomorrow!
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