3:47pm - Well I'm up, fed, and got some errands done. It's time to work on my projects. But which one?
I've got my Roguelike Project, my Story Trade, and my Farflung Campaign that I could be working on. I feel like I want to do the first more, but the other two feel more important? I'm not sure. They're all good projects, Bront.
Well how about I start working on my Roguelike Project and maybe change projects when I get tired of it or something else comes along?
Now that I've got it all Git'd up and up backed up on Github I can make changes without losing what I had before.
Now just what do I need to change?
I have the list of features that I wanted to implement after the last one, but I wanted to go back and change some things as well.
4:11pm - I'm going over my notes to see what I wanted to change. I'll make a list here and copy it to my TODO list.
Move all Map elements to a GameMap object under Level
Make the GameMap generate or load Maps instead of having them input from a seperate map maker
Modify Action Timer to only work on the player
Convert actor_list to a Spatial List design.
Create a 'View' system for maps, that can output heatmaps for pathfinding
I think that should do for now.
4:26pm - I've started creating the GameMap object but the stress is hitting now.
4:31pm - Yeah too much stress now. Gonna play a game for an hour, gonna set a timer, we'll see how it goes.
5:38pm - Alright that's about an hour of gameplay. Biomutant's pretty good, if a little rough.
5:50pm - I'm looking at the code to figure out what to shift to the new GameMap object, and how to do it, and I'm thinking about the Fog of War. To make it so that different player controlled entities can have different Fog of War views... hum... while I was having that thought a bigger one slipped in.
The idea I'm having is that maybe the actors should contain their own stored map with what they know and can see, instead of having the map hold that information for just one player actor?
Then when a player controlled actor is up, it displays their personal fov instead of a general one. That changes a lot of things though.
6:46pm - After some work I ended up getting distracted, while trying to figure out how to handle the FoV.
6:57pm - I've become completely distracted and lost my focus on the work, so I think I'm going to finish up here for now and focus on other things.
I've got my Roguelike Project, my Story Trade, and my Farflung Campaign that I could be working on. I feel like I want to do the first more, but the other two feel more important? I'm not sure. They're all good projects, Bront.
Well how about I start working on my Roguelike Project and maybe change projects when I get tired of it or something else comes along?
Now that I've got it all Git'd up and up backed up on Github I can make changes without losing what I had before.
Now just what do I need to change?
I have the list of features that I wanted to implement after the last one, but I wanted to go back and change some things as well.
4:11pm - I'm going over my notes to see what I wanted to change. I'll make a list here and copy it to my TODO list.
Move all Map elements to a GameMap object under Level
Make the GameMap generate or load Maps instead of having them input from a seperate map maker
Modify Action Timer to only work on the player
Convert actor_list to a Spatial List design.
Create a 'View' system for maps, that can output heatmaps for pathfinding
I think that should do for now.
4:26pm - I've started creating the GameMap object but the stress is hitting now.
4:31pm - Yeah too much stress now. Gonna play a game for an hour, gonna set a timer, we'll see how it goes.
5:38pm - Alright that's about an hour of gameplay. Biomutant's pretty good, if a little rough.
5:50pm - I'm looking at the code to figure out what to shift to the new GameMap object, and how to do it, and I'm thinking about the Fog of War. To make it so that different player controlled entities can have different Fog of War views... hum... while I was having that thought a bigger one slipped in.
The idea I'm having is that maybe the actors should contain their own stored map with what they know and can see, instead of having the map hold that information for just one player actor?
Then when a player controlled actor is up, it displays their personal fov instead of a general one. That changes a lot of things though.
6:46pm - After some work I ended up getting distracted, while trying to figure out how to handle the FoV.
6:57pm - I've become completely distracted and lost my focus on the work, so I think I'm going to finish up here for now and focus on other things.