Work Post

Dec. 4th, 2017 09:27 am
relee: Picture of Relee Starbreeze, Wizard (Default)
[personal profile] relee
9:30am - Well, Ludum Dare was a nice distraction, and it was nice to pump out another game for the portfolio, but now it's the day after and I'm a bit lost on what to do. I've been working so hard lately I don't know if it's healthy, but I still don't want to do anything but work. :/

That said, I'm also feeling a strong aversion to work. I guess I'm feeling a strong aversion to everything, now that I think about it. It was hard enough to convince myself to have breakfast. But yeah, I recently reconnected with Zax so I should get back to the Estheria prototype. Fix it up with my new design concepts and peel away those old singleton managers.

9:36am - Bleh. Stepping down into the prototype I feel lost in an unfamiliar place. How long has it been since I last worked on this? Weeks I think.

12:23pm - So I ended up recoiling from horror at the systems I had built, right back into my bed and ultimately falling asleep. Oh well. I was only up 'cause I didn't think I could sleep anymore. But now I'm really pretty sure I'm not going to be able to sleep anymore, so I should try and work some more, right?

Well we'll see...

12:39pm - Manager 1: InputManager.cs This manager takes the engine's inputs and routes them to different classes depending on what game mode it's in. So it's kind of a mess with if trees judging what the game mode is and then routing that input to either the player or the dialogue system.

The general idea was to have it so that A: Objects only recieve input when they're active in the current game mode and B: The player's control can be switched to different objects freely.

I think what I'm going to do instead is have components attached to the different things that recieve input, and activate/deactivate the input component depending on mode switches.

2:16pm - I'm super distracted and going very slow. ^.^;;

Manager 2: PlayManager.cs This manager has two jobs that don't seem to be related to oneanother. The first is to manage the game mode, and the second is to act as an event manager/system. I think I can move the game state into a ScriptableObject data element. The event system I'm not sure what to do with. I'm not sure what, if anything, is currently using it. Heh. I'll have to figure that out.

Yeah after going through the code in the game currently, nothing is using the event system. I probably just put it in as the last change before moving on to other things.

3:24pm - Manager 3: WorldManager.cs This manager doesn't do anything. I guess I hadn't implemented it yet when I stopped working on it. It was meant to switch scenes. I did fine with switching scenes via components in Warehouse Blues so I don't think that's an issue anymore.

4:04pm - I'm getting tired of 'working' so I'm going to take a 'break' but the fourth manager, DialogueManager, is the most complex and important of them all. I'll have to work out how to redo it soon.

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Relee Squirrel

July 2023

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