i added actually putting picked up items in your inventory but got sick and never posted it
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@eniko Oh no you accidentally minecraft
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@eniko Oh no you accidentally minecraft
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it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this
glad it's done though
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it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this
glad it's done though
more refactoring today as the spaghetti code governing use (left click) and interact (E) behavior and getting the hint text got too much for me and i had to clean it up
all the left click stuff is unified properly now using proper left click behavior classes and entity events, next is interact
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it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this
glad it's done though
@eniko In my village builder game I've decided I'll only ever have 2-level hierarchies to simplify things. Guess it will bite me in the ass at some point 😅
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@eniko In my village builder game I've decided I'll only ever have 2-level hierarchies to simplify things. Guess it will bite me in the ass at some point 😅
@lisyarus honestly I can't imagine going deeper than that myself. But who knows, it could happen!
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@lisyarus honestly I can't imagine going deeper than that myself. But who knows, it could happen!
@eniko Well, a sword...in a hand of a guy...on a horse!
But honestly in the worst case there'll be a 1 frame delay, idk if I even care -
more refactoring today as the spaghetti code governing use (left click) and interact (E) behavior and getting the hint text got too much for me and i had to clean it up
all the left click stuff is unified properly now using proper left click behavior classes and entity events, next is interact
finished doing the big use/interact/hint text behavior refactor on block game so now i can continue actual work
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finished doing the big use/interact/hint text behavior refactor on block game so now i can continue actual work
you can now interact with objects in the world in block game, which means you can tell the carpentry table to craft the currently selected recipe by pressing E
once i add the recipe picking dialog window basic crafting mechanics for the game will be done
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you can now interact with objects in the world in block game, which means you can tell the carpentry table to craft the currently selected recipe by pressing E
once i add the recipe picking dialog window basic crafting mechanics for the game will be done
and when i say the basic crafting mechanics for the game will be done i mean it, because it'll be trivially easy to use these 3 basic components to make all sorts of different crafting stations
all it takes is a bit of json
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and when i say the basic crafting mechanics for the game will be done i mean it, because it'll be trivially easy to use these 3 basic components to make all sorts of different crafting stations
all it takes is a bit of json
nerdsniped myself into thinking about distant terrain LoDs. you can read the full exploration of the subject in this thread (https://mastodon.gamedev.place/@eniko/115609446120694951) but the conclusion is that it's doable, storing the LoDs for a map the size of gta5 or botw would only take about 350 megabytes of disk space