8:14am - I'm feeling a bit uneasy now. So far my game project has been primarily copying the work of others and integrating them together. My next steps involve doing new things and I've already diverged a lot from my original design document. I'll have to redo the docs to match what I've done.
Once I've got the A* Pathfinding system down, I'll have to decide if I'm going to implement Dijkstra Maps or give those a pass for the prototype. They could be handy for goal finding and avoidance, but they're even more complicated than A*.
Anyways my next step is to add weights to my Cell class and then to use them in the pathfinding algorithm.
I also should admit that I don't really feel like working right now but I'm in one of those old 'I don't want to do anything, so I guess I'll do something productive' modes.
8:40am - Well that was easier than I expected. I was following along with Sebastian Lague's videos, and the video on weights is mostly about how to gather weights from world geometry. Actually setting and using the weights barely adds any code.
He also has a video on smoothing weights for more realistic behavior, having entities avoid the edges of sharp weight differences by blurring their values, but I don't think that would work well in my game. His last video is on putting the path request process into a thread so that the game doesn't lock up when you request paths, but I didn't do his path request system since my game is going to be moving on a slow timer anyways, and if I change my mind later that's what the prototype is for.
Since I've already added and tested the weights system, it's time for my next steps.
I don't think I'm going to use Dijkstra Maps for the prototype. They're a good idea but I think that if I need a monster or something to avoid another target, I'll just have them go to their 'home'.
8:49am - So I'm going to close the "Godot Roguelike Toolkit" project and copy the world elements over to my "Dungeon Creator" project. Then I'll work on refactoring the design doc to match what I've been doing.
9:05am - Okay I've modified the architecture document to reflect the changes to the map system. Next up I should get started writing the code to display a map, so I can finally stop using the text output to look at my maps.
I need to make a grid of sprites and make them display the correct sprite for the cell_type in the Cell, and update the sprite if the cell_type changes.
I'm feeling oddly heavy. I haven't even been working for an hour yet but it feels like two or more. I'm not sure I want to carry on right now.
9:12am - Alright reluctantly I'll pause here and I'll continue later on.
12:02pm - It's looking like later on isn't going to happen today, so I'll close this up for now.
Once I've got the A* Pathfinding system down, I'll have to decide if I'm going to implement Dijkstra Maps or give those a pass for the prototype. They could be handy for goal finding and avoidance, but they're even more complicated than A*.
Anyways my next step is to add weights to my Cell class and then to use them in the pathfinding algorithm.
I also should admit that I don't really feel like working right now but I'm in one of those old 'I don't want to do anything, so I guess I'll do something productive' modes.
8:40am - Well that was easier than I expected. I was following along with Sebastian Lague's videos, and the video on weights is mostly about how to gather weights from world geometry. Actually setting and using the weights barely adds any code.
He also has a video on smoothing weights for more realistic behavior, having entities avoid the edges of sharp weight differences by blurring their values, but I don't think that would work well in my game. His last video is on putting the path request process into a thread so that the game doesn't lock up when you request paths, but I didn't do his path request system since my game is going to be moving on a slow timer anyways, and if I change my mind later that's what the prototype is for.
Since I've already added and tested the weights system, it's time for my next steps.
I don't think I'm going to use Dijkstra Maps for the prototype. They're a good idea but I think that if I need a monster or something to avoid another target, I'll just have them go to their 'home'.
8:49am - So I'm going to close the "Godot Roguelike Toolkit" project and copy the world elements over to my "Dungeon Creator" project. Then I'll work on refactoring the design doc to match what I've been doing.
9:05am - Okay I've modified the architecture document to reflect the changes to the map system. Next up I should get started writing the code to display a map, so I can finally stop using the text output to look at my maps.
I need to make a grid of sprites and make them display the correct sprite for the cell_type in the Cell, and update the sprite if the cell_type changes.
I'm feeling oddly heavy. I haven't even been working for an hour yet but it feels like two or more. I'm not sure I want to carry on right now.
9:12am - Alright reluctantly I'll pause here and I'll continue later on.
12:02pm - It's looking like later on isn't going to happen today, so I'll close this up for now.