5:39pm - First thing I wanna say is that I've noticed a problem where I can't work properly while my roomie is streaming. He's too loud and distracting. That's got good and bad sides. Obviously it's bad because I'm not working when he is. The good side is that it forces me to take breaks. I've had trouble with that at times.
I'll be trying to figure out some way to work while he does, but without being able to go out to work, I don't know what I can do.
He just finished a stream and is eating some leftovers from yesterday, so I'm going to be trying to work now.
The second thing I wanna say is that I realized I was early-polishing too much again, with regards to my dungeon game. I mean, it's good that I found out the possibilities and limitations of Godot's built-in auto-tile solution, but there's really no sense using it in my prototype when all I'm doing is showing tile types between floors and walls and terrains and maybe light levels. So I'm going to take care to resist my polishing desires and just use plain colour tiles where possible. At most I'll bevel wall tiles so that it's clear they're walls and not different coloured floors.
So I'm going to go back a step from what I said I'd do next, and replace the tiles in the current version of the in-dev project.
6:04pm - Alright I've got three terrains now and two tiles each, one for wall and one for floor. Also it looks like the tileset already has a lookup by name function so I don't have to make one. It's good that it has one since I noticed that when I erased the previous tiles their order wasn't reset. XD
Now I can get back to where I was before. That's map generation. I've got those new feature jitters going on right now. Let's see if I can push through them.
I want to be able to hand design maps and load them in the game, so I'm probably going to use the Tiled editor for that. It's been a while since I've used Tiled though, so I'll have to refresh that.
I'll also have to make functions for loading and saving maps in the MapController class script.
I'll probably do it in json.
6:41pm - Alright I've got a map in Tiled and I've got it outputting in JSON with CSV Data fields for easy modification. Not so great on storage but this is a prototype.
I need to write the code to import a map next, which shouldn't be too hard, but I'm already growing very tired so I'm going to take a break and come back to this later.
I'll be trying to figure out some way to work while he does, but without being able to go out to work, I don't know what I can do.
He just finished a stream and is eating some leftovers from yesterday, so I'm going to be trying to work now.
The second thing I wanna say is that I realized I was early-polishing too much again, with regards to my dungeon game. I mean, it's good that I found out the possibilities and limitations of Godot's built-in auto-tile solution, but there's really no sense using it in my prototype when all I'm doing is showing tile types between floors and walls and terrains and maybe light levels. So I'm going to take care to resist my polishing desires and just use plain colour tiles where possible. At most I'll bevel wall tiles so that it's clear they're walls and not different coloured floors.
So I'm going to go back a step from what I said I'd do next, and replace the tiles in the current version of the in-dev project.
6:04pm - Alright I've got three terrains now and two tiles each, one for wall and one for floor. Also it looks like the tileset already has a lookup by name function so I don't have to make one. It's good that it has one since I noticed that when I erased the previous tiles their order wasn't reset. XD
Now I can get back to where I was before. That's map generation. I've got those new feature jitters going on right now. Let's see if I can push through them.
I want to be able to hand design maps and load them in the game, so I'm probably going to use the Tiled editor for that. It's been a while since I've used Tiled though, so I'll have to refresh that.
I'll also have to make functions for loading and saving maps in the MapController class script.
I'll probably do it in json.
6:41pm - Alright I've got a map in Tiled and I've got it outputting in JSON with CSV Data fields for easy modification. Not so great on storage but this is a prototype.
I need to write the code to import a map next, which shouldn't be too hard, but I'm already growing very tired so I'm going to take a break and come back to this later.