4:15am - Seems like I'm starting later and later. Didn't I go to bed at around this time last night? Oh well.
In the interim, sometime today I downloaded GDQuest's demos for Godot, the updated Platformer and Harvester. I was hoping to get some ideas from them, but they're a bit too simple and I'm already doing the best practices they suggest.
I was hoping to figure out a better way of handling zone and level swaps in Godot. I want to be able to test each zone seperately, without having to depend on running a whole copy of the game, but certain essential things have to go in a bottom level object that levels are loaded into.
I figure this is the best I can do, where I put the level in the world container, and run it from there, instead of starting from the beginning menu. Ahh well, whatever works I suppose.
So yesterday I was talking about doing some spreadsheets and math, wasn't I? Let's see if we can do that this morning.
4:21am - Okay so I opened the spreadsheet program, and realized that I don't remember how to use spreadsheet programs. I mean, LibreOffice wasn't even a thing back when I last made my own spreadsheets and knew what I was doing. That was on an old old old version of Excel from like twenty years ago. o.o;;
Anyways I'll try and figure it out, but I need to have some data to put in there too.
I'll be having three towns to start with, Capetown, Lowvale, and Greatridge.
Capetown is a fishing village.
Produces:
Fish
Whale Oil
Scrimshaw
Wants:
Bread
Vegetables
Meat
Milk
Thread
Clothes
Lowvale is a farming village.
Produces:
Bread
Vegetables
Thread
Wants:
Fish
Whale Oil
Scrimshaw
Grandridge is a sheep herding village.
Produces:
Meat
Milk
Clothes
Wants:
Fish
Whale Oil
Scrimshaw
Bread
Vegetables
Thread
Alright looking at it that way, most towns would want everything they don't produce on their own. Maybe I should have both Lowvale and Grandridge produce thread and clothes, one from cotton, one from wool, and Capetown wants either.
But yeah, you'd probably be hauling mostly food between the towns at this rate, and when they all had even shares, you'd transport oil and clothes around, by which time they'd want more food again. So that should work.
So, I'll need to make the Dialog system so that I can make merchants in the towns to sell these goods, I need to make the Event system so that I can grant the player an increase or decrease of goods or funds when making trades, and I need to make the Game Manager to store the information about the player and world, so that it's known how much of what everyone has, and how fast it replenishes.
That'll get me someplace good. Oh and I have to make the maps for the towns and roads of course...
That'll take a while, I suppose.
4:55am - Hmm... That's not even an hour but I'm already feeling slow and sleepy. So I guess I'll call it here. At least now I know what to do next time.
In the interim, sometime today I downloaded GDQuest's demos for Godot, the updated Platformer and Harvester. I was hoping to get some ideas from them, but they're a bit too simple and I'm already doing the best practices they suggest.
I was hoping to figure out a better way of handling zone and level swaps in Godot. I want to be able to test each zone seperately, without having to depend on running a whole copy of the game, but certain essential things have to go in a bottom level object that levels are loaded into.
I figure this is the best I can do, where I put the level in the world container, and run it from there, instead of starting from the beginning menu. Ahh well, whatever works I suppose.
So yesterday I was talking about doing some spreadsheets and math, wasn't I? Let's see if we can do that this morning.
4:21am - Okay so I opened the spreadsheet program, and realized that I don't remember how to use spreadsheet programs. I mean, LibreOffice wasn't even a thing back when I last made my own spreadsheets and knew what I was doing. That was on an old old old version of Excel from like twenty years ago. o.o;;
Anyways I'll try and figure it out, but I need to have some data to put in there too.
I'll be having three towns to start with, Capetown, Lowvale, and Greatridge.
Capetown is a fishing village.
Produces:
Fish
Whale Oil
Scrimshaw
Wants:
Bread
Vegetables
Meat
Milk
Thread
Clothes
Lowvale is a farming village.
Produces:
Bread
Vegetables
Thread
Wants:
Fish
Whale Oil
Scrimshaw
Grandridge is a sheep herding village.
Produces:
Meat
Milk
Clothes
Wants:
Fish
Whale Oil
Scrimshaw
Bread
Vegetables
Thread
Alright looking at it that way, most towns would want everything they don't produce on their own. Maybe I should have both Lowvale and Grandridge produce thread and clothes, one from cotton, one from wool, and Capetown wants either.
But yeah, you'd probably be hauling mostly food between the towns at this rate, and when they all had even shares, you'd transport oil and clothes around, by which time they'd want more food again. So that should work.
So, I'll need to make the Dialog system so that I can make merchants in the towns to sell these goods, I need to make the Event system so that I can grant the player an increase or decrease of goods or funds when making trades, and I need to make the Game Manager to store the information about the player and world, so that it's known how much of what everyone has, and how fast it replenishes.
That'll get me someplace good. Oh and I have to make the maps for the towns and roads of course...
That'll take a while, I suppose.
4:55am - Hmm... That's not even an hour but I'm already feeling slow and sleepy. So I guess I'll call it here. At least now I know what to do next time.