4:40pm - Happy New Year's Eve! I haven't actually decided if I want to spend my afternoon working or playing, but while the play option sorts itself out I opened up Unity and VisualStudio and quickly fixed that problem I was so worried about last time. Both bugs were fixed in the same line of code since they were related. There was a count that was indexed by one instead of zero and that was causing the out of range error, and the strange ability to jump from the top to the bottom row was fixed by putting in a test for if the y value is more than its max.
I'm not entirely sure what to do next though.
I could set up the turn system, so that the player moves on their turn and then everything else moves, but right now there isn't anything else so there's no way to test that.
I tested the blocking functionality of tiles by setting one of my floor tiles to blocking and trying to walk on it from all angles, so that worked fine. But I have no way of changing the tiles right now apart from manually going in and setting them to blocking and changing their sprites. So I could try to conquer that problem.
It's a roguelike but I have no random dungeon generator, so that's something I could do.
I also should probably do something to make walls tile correctly instead of just sculpting them by hand or using straight rectangles.
Developing some kind of non-player character would be good also, so there's something to interact with and I can test the locking and turn mechanics.
---
5:01pm - Let's look at it from the other direction. What's the simplest functional product I could make? I like like that 'viable product' thing since it implies it's ready to sell, and that's not my goal.
I think that the simplest functional game I could make with the most basic neccesary features that I'll want to expand upon would have the player, an enemy, a friend, an item on the ground that the player can pick up, and a dungeon. It doesn't have to be a randomly generated dungeon yet, but it probably should.
Alright. Well, right now the tiles have no idea what they're displaying. They do have a script component that contains references to both the background and foreground sprites, but they don't have any sort of metadata related to their sprites or type. Hmm...
I could set up a collection of tile types, and have each tile be a particular type, and set itself up to display as that type and have the mechanics of that type when the type is changed.
That seems like a good goal for now.
I'm thinking I could use that trick of using ScriptableObjects as an extendable enum to make a collection of tile types that I can add to later.
10:22pm - Well I ended up laying down to rest for a bit and then I ended up napping so now it's much later. I'll work on the next stage even later. <3
I'm not entirely sure what to do next though.
I could set up the turn system, so that the player moves on their turn and then everything else moves, but right now there isn't anything else so there's no way to test that.
I tested the blocking functionality of tiles by setting one of my floor tiles to blocking and trying to walk on it from all angles, so that worked fine. But I have no way of changing the tiles right now apart from manually going in and setting them to blocking and changing their sprites. So I could try to conquer that problem.
It's a roguelike but I have no random dungeon generator, so that's something I could do.
I also should probably do something to make walls tile correctly instead of just sculpting them by hand or using straight rectangles.
Developing some kind of non-player character would be good also, so there's something to interact with and I can test the locking and turn mechanics.
---
5:01pm - Let's look at it from the other direction. What's the simplest functional product I could make? I like like that 'viable product' thing since it implies it's ready to sell, and that's not my goal.
I think that the simplest functional game I could make with the most basic neccesary features that I'll want to expand upon would have the player, an enemy, a friend, an item on the ground that the player can pick up, and a dungeon. It doesn't have to be a randomly generated dungeon yet, but it probably should.
Alright. Well, right now the tiles have no idea what they're displaying. They do have a script component that contains references to both the background and foreground sprites, but they don't have any sort of metadata related to their sprites or type. Hmm...
I could set up a collection of tile types, and have each tile be a particular type, and set itself up to display as that type and have the mechanics of that type when the type is changed.
That seems like a good goal for now.
I'm thinking I could use that trick of using ScriptableObjects as an extendable enum to make a collection of tile types that I can add to later.
10:22pm - Well I ended up laying down to rest for a bit and then I ended up napping so now it's much later. I'll work on the next stage even later. <3