7:45pm - Well here I go again programming things. I actually plan on doing a Game Jam the next few days so I was going to take today off, but I can't stand not working.
So, I last left off working on the Contents buttons. I've got them showing up and connecting their signals to the Handler, so that's good. They still need to do something when there's no contents to make buttons for, and that's where I'm going to start.
7:55pm - Well I tested it and it looks like I already handled it without realizing it. If there's no array entries it just passes a blank array, and that passes through without anything doing anything wrong.
So, on to the direction buttons!
8:33pm - Well, I've got the Direction Buttons changing text to their new names, but I have a problem. Even a modest Exit name stretches the button to fit it, messing up the formatting.
The buttons are only just big enough to hold the word NorthWest. I had originally intended them to be like that, and use the contents buttons for exotic exits.
I'm not sure what to do about this.
To be fair, I'm currently only using the tiny, default font that comes with Godot. I'll probably want to swap it later for something bigger, so this is likely to continue being a problem down the line.
I could have the text on the buttons remain the same always, and just change the text in the room description's exits list?
That could get confusing depending on how the writing is done, but I think it's the best option for now.
9:05pm - Okay I did what I said, and now pressing a direction button outputs the name of the button.
Next up is making the navigation work. Basically this means changing the player location when an exit is chosen.
Ah, but taking an exit is an action, and that means that if I had NPCs in here, they'd all take an action as well. So perhaps I should make the action system now... If I don't, I'll have to redo this later anyways, and all I'd be making is a glorified text reader. So I guess I'll do that next.
For the action system, I'm thinking there'll be a simple ordered list (Array) in the WorldData that tracks the turn order. Each character takes their turn in that order, until it comes back to the player.
I should be able to make a simple version of this I can expand on later.
However, I feel my body wearing out from the stress of this, so I'm going to have to do that next time.
9:13pm - It's kind of weird that I can't bear to do anything but work most of the time, but when I do work I'm filled with anxiety and stress. I don't know if I'm doing something wrong or if there's just something wrong with me, but it's not good. :/
Anyways, good night for now.
So, I last left off working on the Contents buttons. I've got them showing up and connecting their signals to the Handler, so that's good. They still need to do something when there's no contents to make buttons for, and that's where I'm going to start.
7:55pm - Well I tested it and it looks like I already handled it without realizing it. If there's no array entries it just passes a blank array, and that passes through without anything doing anything wrong.
So, on to the direction buttons!
8:33pm - Well, I've got the Direction Buttons changing text to their new names, but I have a problem. Even a modest Exit name stretches the button to fit it, messing up the formatting.
The buttons are only just big enough to hold the word NorthWest. I had originally intended them to be like that, and use the contents buttons for exotic exits.
I'm not sure what to do about this.
To be fair, I'm currently only using the tiny, default font that comes with Godot. I'll probably want to swap it later for something bigger, so this is likely to continue being a problem down the line.
I could have the text on the buttons remain the same always, and just change the text in the room description's exits list?
That could get confusing depending on how the writing is done, but I think it's the best option for now.
9:05pm - Okay I did what I said, and now pressing a direction button outputs the name of the button.
Next up is making the navigation work. Basically this means changing the player location when an exit is chosen.
Ah, but taking an exit is an action, and that means that if I had NPCs in here, they'd all take an action as well. So perhaps I should make the action system now... If I don't, I'll have to redo this later anyways, and all I'd be making is a glorified text reader. So I guess I'll do that next.
For the action system, I'm thinking there'll be a simple ordered list (Array) in the WorldData that tracks the turn order. Each character takes their turn in that order, until it comes back to the player.
I should be able to make a simple version of this I can expand on later.
However, I feel my body wearing out from the stress of this, so I'm going to have to do that next time.
9:13pm - It's kind of weird that I can't bear to do anything but work most of the time, but when I do work I'm filled with anxiety and stress. I don't know if I'm doing something wrong or if there's just something wrong with me, but it's not good. :/
Anyways, good night for now.