5:35pm - Down at the McDonalds today. Feels like it's been forever since I worked on my projects here.
Well anyways, last time I figured out the logic for how I would get the Player and Civs/NPCs communicating. However, I still have a problem in that I don't know if GDScript can do interfaces, which is what I'd like to use to make sure that whatever the player's target is, is a valid target.
5:52pm - Okay so GDScript doesn't support interfaces, but it does in fact have a function on its basic object type to check for a function, so I can do that.
Hokay I think I'm ready to start implementing things. First I'm going to move the Camera off the Player, so it's not locked to them all the time. Instead I'll write a follow script for it to follow the player most of the time, but give it a mode switch option to allow it to switch to an eye of god camera when selecting areas away from the player.
7:17pm - Geez it hasn't even been two hours and I'm hungry again. :/
I don't think I can afford to just buy food at McDonalds willy-nilly, but at least I can have a free refill of my drink I guess.
Oh, and in the code I'm struggling quite a bit with the idiosycracies of GDScript.
7:35pm - Well it took a while but I've finally got the Camera working again, disconnected from the player.
Now ...
Oh sorry, I was distracted by the fricking hot air balloon outside floating by. Don't see those every day. I wonder what it looks like up close? It almost looks black from here.
Anyways back to work...
Next I need to make the player script have a target field that is set by the camera script when the player clicks something in the scene.
8:25pm - Okay I think it's about time to go home, but I'm not done this by a long shot.
The current task I'm working on is making the Player's new click_target function determine if the target is part of the 'ground' or if it's an interactive object.
Oh! I just had an idea! I was going to do a big complicated thing involving making groups for ground objects, or making all of the ground objects a single tree, but this is a much better idea.
If I can check for a function I can check for the lack of a function, so all I need to do to see if it's a ground object that was clicked is determine if it has an interaction function!
I'll do that next time.
Well anyways, last time I figured out the logic for how I would get the Player and Civs/NPCs communicating. However, I still have a problem in that I don't know if GDScript can do interfaces, which is what I'd like to use to make sure that whatever the player's target is, is a valid target.
5:52pm - Okay so GDScript doesn't support interfaces, but it does in fact have a function on its basic object type to check for a function, so I can do that.
Hokay I think I'm ready to start implementing things. First I'm going to move the Camera off the Player, so it's not locked to them all the time. Instead I'll write a follow script for it to follow the player most of the time, but give it a mode switch option to allow it to switch to an eye of god camera when selecting areas away from the player.
7:17pm - Geez it hasn't even been two hours and I'm hungry again. :/
I don't think I can afford to just buy food at McDonalds willy-nilly, but at least I can have a free refill of my drink I guess.
Oh, and in the code I'm struggling quite a bit with the idiosycracies of GDScript.
7:35pm - Well it took a while but I've finally got the Camera working again, disconnected from the player.
Now ...
Oh sorry, I was distracted by the fricking hot air balloon outside floating by. Don't see those every day. I wonder what it looks like up close? It almost looks black from here.
Anyways back to work...
Next I need to make the player script have a target field that is set by the camera script when the player clicks something in the scene.
8:25pm - Okay I think it's about time to go home, but I'm not done this by a long shot.
The current task I'm working on is making the Player's new click_target function determine if the target is part of the 'ground' or if it's an interactive object.
Oh! I just had an idea! I was going to do a big complicated thing involving making groups for ground objects, or making all of the ground objects a single tree, but this is a much better idea.
If I can check for a function I can check for the lack of a function, so all I need to do to see if it's a ground object that was clicked is determine if it has an interaction function!
I'll do that next time.