i added actually putting picked up items in your inventory but got sick and never posted it
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i added actually putting picked up items in your inventory but got sick and never posted it
i'm back at work now and have implemented dropping items from your inventory! which i think finishes up all the inventory management stuff
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undefined oblomov@sociale.network shared this topic on
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i added actually putting picked up items in your inventory but got sick and never posted it
i'm back at work now and have implemented dropping items from your inventory! which i think finishes up all the inventory management stuff
making more complex recipes that require a certain quantity of source or target items to craft, so i made it so the hint text tells you if you could craft an item but have insufficient materials
part of that whole "the game shows you how to play it so you don't gotta consult a wiki all the time" dealio
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making more complex recipes that require a certain quantity of source or target items to craft, so i made it so the hint text tells you if you could craft an item but have insufficient materials
part of that whole "the game shows you how to play it so you don't gotta consult a wiki all the time" dealio
Thinking maybe the quantities should always be visible in the hint so you know how much it'll use up 🤔
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Thinking maybe the quantities should always be visible in the hint so you know how much it'll use up 🤔
added the crude carpentry table, block game's first proper crafting station, which will pave the way to many pieces of furniture and building blocks
i also added a sub-text line to the hint window and it now shows how many items will be crafted as well as how many items are required/will be consumed
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undefined aeva@mastodon.gamedev.place shared this topic on
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added the crude carpentry table, block game's first proper crafting station, which will pave the way to many pieces of furniture and building blocks
i also added a sub-text line to the hint window and it now shows how many items will be crafted as well as how many items are required/will be consumed
added flint knife and cordage, which you get from using a knife on flamereeds
this means all the components for the crude carpentry table (rough wood, sticks, cordage) are in place and i can start working on that next
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added flint knife and cordage, which you get from using a knife on flamereeds
this means all the components for the crude carpentry table (rough wood, sticks, cordage) are in place and i can start working on that next
nothing to really show today. i replaced a bunch of spaghetti code for left click behaviors like breaking and placing blocks with modular behavior instances, which is needed for more complex interactions with the carpentry table
which doesn't screenshot particularly well
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nothing to really show today. i replaced a bunch of spaghetti code for left click behaviors like breaking and placing blocks with modular behavior instances, which is needed for more complex interactions with the carpentry table
which doesn't screenshot particularly well
ok i've finally reworked all my block code so that i can have more complex blocks with data stored outside the standard block array, and i've fixed all the bugs that caused
so now i can finally get started on what i was actually supposed to be doing which is adding block entities so i can make the carpentry table usable
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ok i've finally reworked all my block code so that i can have more complex blocks with data stored outside the standard block array, and i've fixed all the bugs that caused
so now i can finally get started on what i was actually supposed to be doing which is adding block entities so i can make the carpentry table usable
added block entities and an item input component which can filter items. then i added a new click behavior that adds items into an item input, so now i can put rough wood, sticks, and cordage into the carpentry table
no screenshot because it doesn't visually show the inputs yet, that's a tomorrow task. you'll be able to see the wood, sticks, and cordage lying on the table after you add them by left clicking
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added block entities and an item input component which can filter items. then i added a new click behavior that adds items into an item input, so now i can put rough wood, sticks, and cordage into the carpentry table
no screenshot because it doesn't visually show the inputs yet, that's a tomorrow task. you'll be able to see the wood, sticks, and cordage lying on the table after you add them by left clicking
it's basically like a crafting station menu in minecraft. you're still filling slots with items, but it's more organic/diegetic because it's not a menu, it all happens in the world
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it's basically like a crafting station menu in minecraft. you're still filling slots with items, but it's more organic/diegetic because it's not a menu, it all happens in the world
polished up the hint text for crafting stations to tell you what inputs they accept
doing these hint texts is a pain but i believe in the game teaching people how to play it instead of a wiki
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polished up the hint text for crafting stations to tell you what inputs they accept
doing these hint texts is a pain but i believe in the game teaching people how to play it instead of a wiki
@eniko I like the hints but my mind is blank when I try to parse "The table accepts rough wood. Input rough wood". 🤔
I think my confusion stems from the cognitive dissonance between the verbs and the image of the table. What does "accept" mean? That makes me think of a machine, but what I see is a table. I can _put_ things on it IRL, and frankly speaking, can do that with things that do not belong there, but I feel like "input" and "accepting" require either intelligence or the table being some sort of machinery.
Which is fascinating to think about! A table that can talk to you! Accept things from you, reject things from you... A table that can get upset or be happy about things you do with it. A table you can look after, like an IRL carpentry table - don't neglect it, don't let the nails in it go rusty and the surface to go moldy (been there once, I'm sorry, my first IRL crafting table, I'm so sorry)
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@eniko I like the hints but my mind is blank when I try to parse "The table accepts rough wood. Input rough wood". 🤔
I think my confusion stems from the cognitive dissonance between the verbs and the image of the table. What does "accept" mean? That makes me think of a machine, but what I see is a table. I can _put_ things on it IRL, and frankly speaking, can do that with things that do not belong there, but I feel like "input" and "accepting" require either intelligence or the table being some sort of machinery.
Which is fascinating to think about! A table that can talk to you! Accept things from you, reject things from you... A table that can get upset or be happy about things you do with it. A table you can look after, like an IRL carpentry table - don't neglect it, don't let the nails in it go rusty and the surface to go moldy (been there once, I'm sorry, my first IRL crafting table, I'm so sorry)
@nina_kali_nina unfortunately it's hard to create generic language that will hold up to a wide variety of different crafting stations *and* localization
so sometimes things are gonna sound a little clunky
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@nina_kali_nina unfortunately it's hard to create generic language that will hold up to a wide variety of different crafting stations *and* localization
so sometimes things are gonna sound a little clunky
@nina_kali_nina like i could use "use" instead of "accepts" and "add" instead of "input", but what does it mean for a carpentry table to "use" wood? and "add" feels clunky too
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@nina_kali_nina like i could use "use" instead of "accepts" and "add" instead of "input", but what does it mean for a carpentry table to "use" wood? and "add" feels clunky too
@eniko
"Crude Carpentry Table
Allows you to process Rough Wood, Sticks, Cordage."maybe? 🤔
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@eniko
"Crude Carpentry Table
Allows you to process Rough Wood, Sticks, Cordage."maybe? 🤔
@j_bertolotti @nina_kali_nina wayyyyy too long and wordy
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@j_bertolotti @nina_kali_nina wayyyyy too long and wordy
@eniko @j_bertolotti @nina_kali_nina Maybe you don't need this hint at all? Leave it as part of learning the game, and only show it when the table's UI is opened?
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@eniko @j_bertolotti @nina_kali_nina Maybe you don't need this hint at all? Leave it as part of learning the game, and only show it when the table's UI is opened?
@lisyarus @j_bertolotti @nina_kali_nina the idea is that there is no UI. i mean there will be one for choosing a recipe to craft but that's it
though i suppose the materials will be implied by the recipes 🤔