working in games since 2007
formerly Gaslamp Games, currently mostly Starsector
https://www.dgbaumgart.com/
https://dgbaumgart.itch.io/
(Save-then-load blew up, but we'll get to that.)
(Save-then-load blew up, but we'll get to that.)
- made prettier next turn widget
- added Well Fed status so if a goblin EATS during an interaction, they can skip the snax cost of turn upkeep. (There's a whole 'food clock' mechanic to add time/resource pressure.)
- fixed minor gameload error
- cleaned up unused data reqs in some script calls
- made prettier next turn widget
- added Well Fed status so if a goblin EATS during an interaction, they can skip the snax cost of turn upkeep. (There's a whole 'food clock' mechanic to add time/resource pressure.)
- fixed minor gameload error
- cleaned up unused data reqs in some script calls
Look: it says "Continue Last Game" at the top of the main menu and the button *works* (at this point,) with the one save slot.
(... Except for map fog and character status effects. Sorting those out.)
Also: untangled a lot of turn state and UI state logic for save/load, whew.
Look: it says "Continue Last Game" at the top of the main menu and the button *works* (at this point,) with the one save slot.
(... Except for map fog and character status effects. Sorting those out.)
Also: untangled a lot of turn state and UI state logic for save/load, whew.
The more labourious part is now redoing interaction scripts for two sides of the bridge. (And for the future: allowing NPCs to navigate over the "blocked" connection.)
The more labourious part is now redoing interaction scripts for two sides of the bridge. (And for the future: allowing NPCs to navigate over the "blocked" connection.)
So I think I need to split the bridge into two locations.
Time to redraw!
So I think I need to split the bridge into two locations.
Time to redraw!
(Can you go behind the waterfall? Probably.)
(Can you go behind the waterfall? Probably.)
(And yes, you can also bring this to Arroyo if you want to give him a headache.)
(And yes, you can also bring this to Arroyo if you want to give him a headache.)
(I know, wrong colour.)
(I know, wrong colour.)
Gotta mess with scale a bit to fit 'em into the 128x128 box.
(I feel like there are people who are really into horses who can knock this stuff out off-the-dome. I am not one of those people.)
Gotta mess with scale a bit to fit 'em into the 128x128 box.
(I feel like there are people who are really into horses who can knock this stuff out off-the-dome. I am not one of those people.)
dgbaumgart.itch.io/icons-food-s...
dgbaumgart.itch.io/icons-food-s...
www.artstation.com/merrigore
www.artstation.com/merrigore
I'm amazed at how quickly this came together. Was feeling stressed & bummed about lots of other stuff (largely water leak in house related), but - dang! It works!
'Course it needs a bunch more Maths and tooltips and data save/load. Nonetheless, wow!
(Godot is nice, also, btw.)
I'm amazed at how quickly this came together. Was feeling stressed & bummed about lots of other stuff (largely water leak in house related), but - dang! It works!
'Course it needs a bunch more Maths and tooltips and data save/load. Nonetheless, wow!
(Godot is nice, also, btw.)
(An item slot flagged "inventory" in a UI layout containing a UID which refers to an item instance connected to an item type data entry which pulls data from a CSV file which contains the icon sprite name pulled from the image loader to... you get the idea.)
(An item slot flagged "inventory" in a UI layout containing a UID which refers to an item instance connected to an item type data entry which pulls data from a CSV file which contains the icon sprite name pulled from the image loader to... you get the idea.)
(Last week was off for camping.)
(And this week, mostly stressing out about another leak coming through the ceiling, but-)
Putting together the framework for a slot-based inventory system. I love these; always have, and always will.
Pictured: Kreeee wielding a coconut on his head.
(Last week was off for camping.)
(And this week, mostly stressing out about another leak coming through the ceiling, but-)
Putting together the framework for a slot-based inventory system. I love these; always have, and always will.
Pictured: Kreeee wielding a coconut on his head.
Coming back after a week off (camping!)
Fresh perspective: wrote some documentation & specs for features I've been putting off (inventory/items + "human alarm").
Feedback makes me want to get all the mechanics in working together, however placeholdery. So I'm working on that a bit!
Coming back after a week off (camping!)
Fresh perspective: wrote some documentation & specs for features I've been putting off (inventory/items + "human alarm").
Feedback makes me want to get all the mechanics in working together, however placeholdery. So I'm working on that a bit!
Rules/scripts fire off all in the same frame unless there's any wait-for condition, in which case it waits for that condition to resolve, then picks up execution where it left off.
Total control over execution timing has revealed some bugs and jank - good! Time to clean it up...
Rules/scripts fire off all in the same frame unless there's any wait-for condition, in which case it waits for that condition to resolve, then picks up execution where it left off.
Total control over execution timing has revealed some bugs and jank - good! Time to clean it up...
A couple days ago I sent a couple builds to a couple people for feedback.
Doing this made me realize how inadequate the basic "infrastructure" is - quit, menu state, pause/continue, turn state transitions. So I'm doing a pass through those.
Maybe even save/load, if we're lucky?
A couple days ago I sent a couple builds to a couple people for feedback.
Doing this made me realize how inadequate the basic "infrastructure" is - quit, menu state, pause/continue, turn state transitions. So I'm doing a pass through those.
Maybe even save/load, if we're lucky?
Here's the portrait for said character with Starsector-brand Wonky Space Lighting.
Here's the portrait for said character with Starsector-brand Wonky Space Lighting.