It feels like it’s been awhile since the last time I wrote a devlog and I honestly can’t recount all the things we’ve done to the games code. Every time I start working on a new section of the game, I completely forget all the previous work I did. It’s a bad habit, but on the bright side, they can’t get rid of me if they don’t know what the code does!
Some of the major things from off the top of my head were: porting it into a new IDE, crafting and inventory. Porting to a new IDE was more daunting than it actually was. I assumed all our old code would need to rewritten and we would basically have to recode the game from scratch. In actuality, we only needed to get rid of a few lines of code. There were a few noticeable changes in relation to the particles however. Though it might just be me being a particle connoisseur.
The crafting and inventory systems were two halves of the same hell. It took me about a week to get the general idea of how they should work in code and another week to fully implement. As of now its pretty bare bones. In the crafting system, you can combine three items with varying amounts of each together and either get garbage if it’s a failure or the intended crafting item. The system will support experimentation, but we’re planning to have crafting recipes throughout the game as quest rewards. The inventory system will let you look at what you’ve picked up and eat raw food materials or dishes made at campfires.
Later on, I want to add the ability to sort the inventory by whatever the player specifics (Alphabetical, numerical value, rarity etc.), the ability to drop items and (maybe) the ability to deconstruct items to get crafting materials. This is what I can think of so far, but I’m sure the list will get bigger by at least the end of this post.
As of now, the most pressing priority for me is finding a way to effectively create random stats for the loot system. Currently, it is a one and done drop type. If you picked the item up, it will never drop again and you can’t get rid of it. There isn’t anything wrong with this type of loot system, but I personally feel like it will limit us in the long run, especially now that we have crafting. The hard part is finding a way to optimize the code while being able to save. I’ve never messed with saving, but I do have a few ideas on how to minimize the code.
Now, back to my hole, P-Man out!
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