Weekly Report (Jan. 22nd)


Henlo.

This was a tough week to drudge through. I have completely disrupted my sleep schedule, and this has had a catastrophic impact on my productivity, which has reached its historical minimum. I even went as far as choosing a day when I'd get almost no sleep, all in order to suffer through the day and then go to bed at an appropriate time. Didn't help, so I simply wasted a day on that.  As far as the game is concerned, in theory, I achieved the goal I set previous Monday, but that goal was so unambitious I could've done much more if not for IRL problems.

The list of changes is going to be short. I did many (well, not VERY many, but still, I can nonetheless combine them into a single bullet point) little things, and I don't want this list to look even more pathetic than it already will be (oh, I added a picture! oh, I revised a dialogue! oh, I added the protagonist's room! in short, I finished what I started previous week, yep).

Anyway, the list:

- Previously, when the code was trying to decide whether a string was direct speech or not and it needed to check if the talking character was in a party (when processing flavour strings), it only worked on names that only consisted of one word - I made it possible for it to recognise names that consist of more than one word;

- Changed the tooltips logic, namely changed the container type that holds the strings for hints - now the strings that are used when a button is not interactable are stored in the same place where the regular strings are;

- Made it possible for the action buttons to also show alternative hint strings when the button is not interactable - previously, only regular not interactable buttons could show alternative strings based on the intractability of the button;

- Made it possible to invoke notifications with custom messages - I'll need it next week to force the player to do specific things to proceed;

- Figured out why the location strings on the lodgings floor were bugged and fixed the problem;

- Generally fixed a number of little bugs, like the dialogue text box getting frozen if the player clicked on a UI button that invoked a notification, or music not starting in the test town level - I still don't know why only that level refused to bootkick the music player, the tracks did load in, and they would start playing if you manually clicked on a next/previous track button. I solved the problem by introducing a small delay at the level start before the music was supposed to start playing. Also, a few other, less significant hiccups.

- Overhauled the lodgings floor in the tavern, added the protagonist's room, all manner of strings, flavour strings, dialogue, etc. Removed the button that makes it possible to go downstairs. Now, the go-to-test-area button is in the protagonist's room;

- Made some mostly cosmetic changes that don't really impact gameplay;

- Made some new screenshots to update the old ones on the project's page - I have to resize them and then replace the old ones. Will do this after posting this weekly report.

And, yeah, this is it. I probably forgot something. My head is permanently cloudy because of the sleep issues, so I may have forgotten to record something significant. Anyway, next week, I'm planning to push to version 0.3.0. For that I'll only need to make the player go to bed, level up, and wait until morning. After that, there will be a long dialogue-heavy bit, which will also require me to work on some of the unfinished systems, like the perk system.

I really hope I'll be able to get back on track properly, because as of right now, it's not easy to concentrate on even the easiest of tasks.

See y'all next week.

Files

CoFI-Demo-0.2.6.zip 109 MB
Jan 22, 2024

Get Chronicles of Forgotten Islands -DEMO-

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