7DRL Work Post
Mar. 10th, 2021 11:34 pm11:35pm - Day 5! It's looking like I won't make it in time, but I haven't given up yet. I might at least get something done by the time limit.
The next thing on the docket is modifying the A* pathfinding system I wrote before to work with this new system.
1:22am - After working on modifying the A* pathfinding system I wrote before, I've discovered that it's incompatable with the way I'm currently implementing maps. It was more of a mess than I realized, also.
I'll look at some alternatives.
1:54am - Things aren't looking great and I'm getting stressed out, so I'm going to play a game to calm down. I hope.
4:10am - I'm back at it and I've been looking at the source for GoRogue to see if I can copy the logic.
One thing that's become clear is that GoRogue has been tuned for performance quite a bit compared to the libraries I've used before. It's a shame I can't use it in my game the way it is.
4:55am - I ended up looking into the AStar classes built in to Godot, figuring they must be more effecient than what I can make in GDScript and it isn't as overwhelming to understand as I remembered. I think I can use it.
5:21am - The more I work on this the more I think I should have made a map class instead of just using a flat array. I keep having to remake the same functions in different classes for dealing with that flat array, and I could've made the whole map a secondary node with subnodes for the tilemaps of terrain and fog of war...
Ahh well it's not so bad, that's almost what I'm doing anyways with my Level class/node.
7:05am - I just tested it an the Godot AStar2D implementation seems to work. Now I just need to test it with a creature.
Oh I just thought of something and quickly tested it, and the way it's set up now it can't determine paths to blocked tiles; ie, the locations of the player and monsters!
I'm not sure how to deal with this one. I'll need to give it some thought.
8:13am - It took some time and trial and error but I've got my GreenEnemy following the player, and even printing to the console that it would attack the player if it could!
I also have discovered a bug, whereby the player goes twice before the monsters go, and it looks like the monster went twice too. I'll need to fix that up next time. For now I'm tired and I want to play a game before bed.
The next thing on the docket is modifying the A* pathfinding system I wrote before to work with this new system.
1:22am - After working on modifying the A* pathfinding system I wrote before, I've discovered that it's incompatable with the way I'm currently implementing maps. It was more of a mess than I realized, also.
I'll look at some alternatives.
1:54am - Things aren't looking great and I'm getting stressed out, so I'm going to play a game to calm down. I hope.
4:10am - I'm back at it and I've been looking at the source for GoRogue to see if I can copy the logic.
One thing that's become clear is that GoRogue has been tuned for performance quite a bit compared to the libraries I've used before. It's a shame I can't use it in my game the way it is.
4:55am - I ended up looking into the AStar classes built in to Godot, figuring they must be more effecient than what I can make in GDScript and it isn't as overwhelming to understand as I remembered. I think I can use it.
5:21am - The more I work on this the more I think I should have made a map class instead of just using a flat array. I keep having to remake the same functions in different classes for dealing with that flat array, and I could've made the whole map a secondary node with subnodes for the tilemaps of terrain and fog of war...
Ahh well it's not so bad, that's almost what I'm doing anyways with my Level class/node.
7:05am - I just tested it an the Godot AStar2D implementation seems to work. Now I just need to test it with a creature.
Oh I just thought of something and quickly tested it, and the way it's set up now it can't determine paths to blocked tiles; ie, the locations of the player and monsters!
I'm not sure how to deal with this one. I'll need to give it some thought.
8:13am - It took some time and trial and error but I've got my GreenEnemy following the player, and even printing to the console that it would attack the player if it could!
I also have discovered a bug, whereby the player goes twice before the monsters go, and it looks like the monster went twice too. I'll need to fix that up next time. For now I'm tired and I want to play a game before bed.