Whingeing and Working



The good stuff: 

Alright, I did it, I drew a bunch more cards.  (Why does drew seem so wrong?) All of the visuals for the demo are done.  Also I realize I've been calling the end of my school project 1.0, but it's more appropriate to call it something else (as it'll really be more like a very early access demo).  I think I'll call the demo Sap: School Days. 

Content added:

  • Slow speed mode.  As I've mentioned before, this just slows the action down during the AI turn so it's a little easier to follow what's going on with all the cards.  
  • Plastic genus content (generators, lightbulbs, etc) - cards in this genus come in two flavors: energy generators and energy consumers.  For now a card is either powered or not, and power spreads through cards which require it.  
  • Void genus content .  These are nasty little things for cleaning up the map, very much sinister apex predators.  

Problems this week? 

I did have a little issue with the slow speed mode (if you want to read about earlier versions see here).  I must've worked it three different ways before...

...

I realized I had already written it to work ages ago.  Ultimately I had to revert the code to an earlier state and then work it with my more current stuff.  I had approached with a silly plan of bouncing back and forth with the actual loop using a bool, but as it turns out the AI manager takes over the main loop when it runs its turn.  This means I just had to include an additional conditional to prevent it from running the next card unless the previous card says it's good.  The benefit here is that I can just write the visual effects and sfx callers directly into the cards and have them be responsible for when something is instantiated.  

 Okay, I realize this is a short update and fairly underwhelming but I did put a few out earlier in the week so feel free to read those if you want MORE!  I do think I'll be pushing another update out this weekend, and it'll have a video to show off the current state of the game.  I'm excited for where it's at and also enticed by what it can be.  As such, this weekend's update will mostly be a roadmap for the development.  I really want to talk about the ideas I have for it, and I think it's coming up on time to do so.  

As always, please tell me your thoughts!

Eli

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