1:00pm - Well, I haven't found much time to work lately thanks to my rough sleep schedule and general depression, but today I'm up early, just got called for a potential job, and Rob's sleeping in late. So I'm going to take advantage of what time I've got.
My main thing right now is planning out what to do next with my Roguelike Project. I'm kind of going off the rails again from that 15 step plan and I want to figure out how and where so I can make my own plan.
I was on step 5 of 15, Saving and Loading. But I decided that I didn't have enough to save or load yet. The 15 steps knows this too, but figures I should do it anyways. But I don't think i should until I have the world setup better in place, and the gameprogress fleshed out at least a little.
Step 6 is already done in its most basic form; I have NPCs and they move around. They're still only "Testing" elements though, and they use a hardcoded recolouring of the player's sprite for their sprite. So, that's a thing.
It's not a step in the original guide but because this is Unity I'm building with, at some point I've got to make a library of sprites and colours for everything. Maybe animated sprites too, for things like fire. I'll have to figure out where to put that in the steps while I'm realigning them.
Step 7 is next; it's actually three steps in one. First, give the Actors stats. Second, improve the AI so they can handle bumping into eachother or attacking one-another and the player, and ultimately chase the player. Third, implement the combat system sans-equipment, with hard coded values.
That's a lot of steps for one step. XD I can probably keep it where it is and do that next.
Step 8 is "Data Files" where you reorganize your monster and map features (When in the previous steps did we add map features?) to files to be loaded into the game at runtime. This is good for modding and it prevents you from having to hard code all the critters but I'm thinking of doing all this in Unity. Making a data class with public properties for all the sprites and things. That said, I could probably make data files for all my creatures and such for their stats. But I won't be loading graphics on the fly, so they'll have to reference graphics already in the Unity game files.
1:58pm - Robby's up now so I'm very distracted.
I think Step 8 is where I'll make the library of sprites and colours I mentioned earlier, instead of referencing them straight from the WorldController.
The rest of the steps make sense and I'm all distracted now so I'll stop here.
My main thing right now is planning out what to do next with my Roguelike Project. I'm kind of going off the rails again from that 15 step plan and I want to figure out how and where so I can make my own plan.
I was on step 5 of 15, Saving and Loading. But I decided that I didn't have enough to save or load yet. The 15 steps knows this too, but figures I should do it anyways. But I don't think i should until I have the world setup better in place, and the gameprogress fleshed out at least a little.
Step 6 is already done in its most basic form; I have NPCs and they move around. They're still only "Testing" elements though, and they use a hardcoded recolouring of the player's sprite for their sprite. So, that's a thing.
It's not a step in the original guide but because this is Unity I'm building with, at some point I've got to make a library of sprites and colours for everything. Maybe animated sprites too, for things like fire. I'll have to figure out where to put that in the steps while I'm realigning them.
Step 7 is next; it's actually three steps in one. First, give the Actors stats. Second, improve the AI so they can handle bumping into eachother or attacking one-another and the player, and ultimately chase the player. Third, implement the combat system sans-equipment, with hard coded values.
That's a lot of steps for one step. XD I can probably keep it where it is and do that next.
Step 8 is "Data Files" where you reorganize your monster and map features (When in the previous steps did we add map features?) to files to be loaded into the game at runtime. This is good for modding and it prevents you from having to hard code all the critters but I'm thinking of doing all this in Unity. Making a data class with public properties for all the sprites and things. That said, I could probably make data files for all my creatures and such for their stats. But I won't be loading graphics on the fly, so they'll have to reference graphics already in the Unity game files.
1:58pm - Robby's up now so I'm very distracted.
I think Step 8 is where I'll make the library of sprites and colours I mentioned earlier, instead of referencing them straight from the WorldController.
The rest of the steps make sense and I'm all distracted now so I'll stop here.