1:30pm - Stressy stress is stressful!
I opened up Godot a while ago to look at the code for my Roguelike Project, and refamiliarize myself with it, but I got all stressed out and panicy at it. I should've opened a journal like this to walk myself through it, but instead I crashed in bed for a while.
The good news is that while I was crashing I got a phone call from a potential employer, and it looks like I'll be starting training on Monday.
So anyways let's look at that code...
Controls and UI are mixed in with the Level code. That's not great but hopefully I can pull it out later.
So's the player code.
2:09pm - Got a little distracted by Twitter but pulled myself back to the code a bit ago. Now I'm reeling as I look at it all. I really need to pull it apart but I'm not sure the right way to put it together again.
There's so much dumped in this one huge Level class. I want to seperate the domains into seperate classes at the very least...
2:17pm - I stepped away from my main machine and got back into bed with this post on my Chromebook. So, I don't think I'm going to do any coding right now, but I want to plan a bit.
The old code I wrote for this project works but it's really messy, and I want to clean it up before I add any more features.
It might be partly because of the rush early on in the jam that the code's such a mess. I didn't really take the time to seperate everything. But I don't want to rewrite everything either.
I think one way to handle it is to figure out what shape I want it to be in when I'm ready to continue.
I want there to be a single Map object to which all the map elements are tied. That means the TileMaps for the world and the fog of war should be contained in a general Map object, and that object should handle all map related activities. Eventually I'd like to be able to implement very large maps made of stitched together smaller ones, so that's something to think about.
I need to figure out some way to pull the Player's controls out of the Level code. I'm not sure where to put it, though. Like, I want to make this more general, so that the player can either have multiple characters under their control, or we can have multiplayer.
3:37pm - Alright I think I've reached the limit of my ability to work for now. I'll play a game and see what I can do later on.
I opened up Godot a while ago to look at the code for my Roguelike Project, and refamiliarize myself with it, but I got all stressed out and panicy at it. I should've opened a journal like this to walk myself through it, but instead I crashed in bed for a while.
The good news is that while I was crashing I got a phone call from a potential employer, and it looks like I'll be starting training on Monday.
So anyways let's look at that code...
Controls and UI are mixed in with the Level code. That's not great but hopefully I can pull it out later.
So's the player code.
2:09pm - Got a little distracted by Twitter but pulled myself back to the code a bit ago. Now I'm reeling as I look at it all. I really need to pull it apart but I'm not sure the right way to put it together again.
There's so much dumped in this one huge Level class. I want to seperate the domains into seperate classes at the very least...
2:17pm - I stepped away from my main machine and got back into bed with this post on my Chromebook. So, I don't think I'm going to do any coding right now, but I want to plan a bit.
The old code I wrote for this project works but it's really messy, and I want to clean it up before I add any more features.
It might be partly because of the rush early on in the jam that the code's such a mess. I didn't really take the time to seperate everything. But I don't want to rewrite everything either.
I think one way to handle it is to figure out what shape I want it to be in when I'm ready to continue.
I want there to be a single Map object to which all the map elements are tied. That means the TileMaps for the world and the fog of war should be contained in a general Map object, and that object should handle all map related activities. Eventually I'd like to be able to implement very large maps made of stitched together smaller ones, so that's something to think about.
I need to figure out some way to pull the Player's controls out of the Level code. I'm not sure where to put it, though. Like, I want to make this more general, so that the player can either have multiple characters under their control, or we can have multiplayer.
3:37pm - Alright I think I've reached the limit of my ability to work for now. I'll play a game and see what I can do later on.