7DRL Work Post
Mar. 7th, 2021 12:02 pm12:19pm - Day two begins!
The first thing I'm going to do is implement the time management system, so that I can have my monsters etc take their turns in order. This'll have hooks into the entity system and the AI system so that'll be interesting to pull off.
6:06pm - Got the time system mostly in place but then crashed for about two or three hours. Back up now!
6:51pm - My code looks jankier and jankier all the time. I'll have to clean it up after the jam if I'm going to use it for my portfolio. ^.^;;
I had to inherit from two different classes for what will eventually become my entity class, and C# doesn't allow that. Interfaces weren't an option, and composition seemed like a shaky proposition. So, I made one of those classes inherit from the other, so that the third class could inherit from both! Mwu hu ha ha ha!
Now I've got to figure out how to encapsulate the player's turn in a function...
8:08pm - While looking up some details on how to do something, I ended up checking if it would prevent me from exporting to web. Well it turns out that Godot C# can't export to web!
Hah! HAH HAH!
hah...
;.;
Well I don't HAVE to export to Web but that was kind of the plan. I'll know better next time at least... Geez.
8:43pm - I've coded myself into a corner I'm not sure how to get out of. :/
I want to wait for a signal to continue processing code, and not block while it's waiting, so I'm trying to use async/await but I'm not sure how to make it wait for a signal or callback to be run.
Erf.
One thing I can think of is to have the background process run an infinite loop until a property outside of the loop/function is changed. But that seems horrible. o.o;;
Between this (Which I'm sure I can fix in GDScript) and the Web thing, I'm considering taking it from the top and ditching both C# and GoRogue. That's a lot to ditch, though.
8:50pm - I'm going to stop for now and talk with my friends, they want to do stuff tonight anyways.
10:37pm - Yeah after thinking about it for a good while I've decided to re-start using Godot plain and GDScript.
5:11am - Wow I did a lot without saying anything. o.o;;
I've got a lot of work done on the GDScript version. It's not up to where I was beforehand but it's far along. I'm kinda stuck on some of the math though. I decided to use one dimensional arrays to hold the map data and that complicated things more than I thought it would.
Anyways I've been working so long, and I've got a headache now, so I'm going to bed.
The first thing I'm going to do is implement the time management system, so that I can have my monsters etc take their turns in order. This'll have hooks into the entity system and the AI system so that'll be interesting to pull off.
6:06pm - Got the time system mostly in place but then crashed for about two or three hours. Back up now!
6:51pm - My code looks jankier and jankier all the time. I'll have to clean it up after the jam if I'm going to use it for my portfolio. ^.^;;
I had to inherit from two different classes for what will eventually become my entity class, and C# doesn't allow that. Interfaces weren't an option, and composition seemed like a shaky proposition. So, I made one of those classes inherit from the other, so that the third class could inherit from both! Mwu hu ha ha ha!
Now I've got to figure out how to encapsulate the player's turn in a function...
8:08pm - While looking up some details on how to do something, I ended up checking if it would prevent me from exporting to web. Well it turns out that Godot C# can't export to web!
Hah! HAH HAH!
hah...
;.;
Well I don't HAVE to export to Web but that was kind of the plan. I'll know better next time at least... Geez.
8:43pm - I've coded myself into a corner I'm not sure how to get out of. :/
I want to wait for a signal to continue processing code, and not block while it's waiting, so I'm trying to use async/await but I'm not sure how to make it wait for a signal or callback to be run.
Erf.
One thing I can think of is to have the background process run an infinite loop until a property outside of the loop/function is changed. But that seems horrible. o.o;;
Between this (Which I'm sure I can fix in GDScript) and the Web thing, I'm considering taking it from the top and ditching both C# and GoRogue. That's a lot to ditch, though.
8:50pm - I'm going to stop for now and talk with my friends, they want to do stuff tonight anyways.
10:37pm - Yeah after thinking about it for a good while I've decided to re-start using Godot plain and GDScript.
5:11am - Wow I did a lot without saying anything. o.o;;
I've got a lot of work done on the GDScript version. It's not up to where I was beforehand but it's far along. I'm kinda stuck on some of the math though. I decided to use one dimensional arrays to hold the map data and that complicated things more than I thought it would.
Anyways I've been working so long, and I've got a headache now, so I'm going to bed.