• A Little Respect for Authority

    A Little Respect for Authority

    But first, some housekeeping… Alright, I’m removing the “Day X” part of the title post. The point of the Day X posts was to keep myself working every day. It made sense when progress was happening fast and huge decisions were being made daily. I’m progressing into features that are taking longer than a day, […]

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  • Day 29 – Gatekeeping

    Today was an “under the hood” kind of day. Yesterday, I implemented the basics of the display part of the dialogue system. After all, it doesn’t do us much good to have a fancy editor if we can’t use it to build things that actually work. Today, it was time to make the whole thing […]

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  • Day 28 – We Should Talk … Again

    Day 28 – We Should Talk … Again

    No, you’re not seeing double. No, you do not need to adjust your television set. No, you are not stuck in a time loop. We’ve just done this before. I just spent 5 days building a graph-based dialogue editor for this game, but building the editor was only half the battle. The other half is […]

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  • Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!

    Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!

    I spent the little time I had today extending the dialogue graph to include events now. I’ve only implemented two – those are adding or removing items, and setting or unsetting progression flags. But as I’ve previously discussed, implementing 2-3 nodes is typically all it takes to figure out what needs to be generalized on […]

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  • Day 26 – Let me check that for you

    Day 26 – Let me check that for you

    Today was more dialogue tree stuff. Kinda just churning away at it at this point. The next step for today was to start implementing checks to see whether the user is or is not allowed to see a certain dialogue, or allowed to choose a certain option, or fire a certain event. I was trying […]

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  • No Big Update Today

    I was just cranking away on the dialogue graph editor. Yesterday was mainly a proof of concept. You know, a prototype. Today I had to shift from PoC mode into final product mode, so it was a lot of rewriting things, making things work better, cleaning things up, and extending it to work with more […]

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  • Day 25 – Doubling Down

    Day 25 – Doubling Down

    After having gone through the journey that was re-deciding to work with Godot, it was time to start moving forward again. And holy fuck this was quite a day. I haven’t really doubled down, I’ve like… tripled down. The next step was, I came to believe, making the server the authority over items. See, when […]

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  • Side Quest – Unity or Godot

    Side Quest – Unity or Godot

    I’ll admit I’ve been struggling lately. I started suffering a lot from the grass is greener fallacy. I like Godot, I see why people like it, but I’ve been feeling so much lately like I’ve been making my game in spite of the editor, rather than alongside it. Okay, let’s see… examples. Godot’s signal system […]

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  • Day 24 – Side Quest

    Day 24 – Side Quest

    So I wanted to bite off something a little easier and a little less intense before really jumping into combat (which I’ve actually decided I don’t think is next after all). The health bars sucked and left a lot to be desired. I wasn’t happy with the code, and I wasn’t happy with how wierdly […]

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  • Day 23 – One for me, one for you

    Day 23 – One for me, one for you

    A heal, that is That’s right… we’ve done a lot this weekend. I dove back into making using items work. The intention was to make it so that you could start using items on other players, rather than just yourself. While I was getting stuck into this, I made a bunch of architecture changes. That’s […]

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