Weekly Report (Feb. 5th)


'Sup fellow kids.

Weeks fly by too darn fast. The biggest part of previous week's progress was working on dialogues, which, coupled with time being a bit too quick, makes me feel rather uncomfortable. It's either imposter syndrome, or I really am that slow. I can't shake off the feeling that even an average Joe would've done a much better job than me in the same time span. So, yeah. I added some dialogues, yay. Apart from that, it's almost the same. Ironed out a few bugs, changed some stuff here and there.

Here's the obligatory list:

- Spent the majority of the week revising, rewriting, editing, reediting (yes, I had quite a lot of problems with this batch of texts), and translating the dialogues that were needed for this week’s update,  as well as implementing them, which by itself is not a very streamlined process;

- Made a few QoL adjustments to the dialogue encounter script - this will mainly help me with implementing the dialogues quicker and easier, the changes can’t be seen outside the Unity editor;

- Same for the Unity editor dialogue viewer (a tool that helps me see all strings of a dialogue nod [neutral/famous/infamous + male/female variations] at the same time in a specified language) - made the logic much better, but, again, the viewer itself is not used in-game;

- Made some mostly cosmetic changes and additions to previously implemented logic, for example made use of non-interactable action button tooltips - previously, I tended to simply hide action buttons or not assign them if certain requirements weren’t met, but now I've realised I can simply make the buttons not interactable and show what needs to be done to activate them, or just hint as to why the player can’t use them;

- There was a system flaw that made action buttons always interactable after the fade-in effect on level start - I introduced a solution, which should work, but it’s not the most elegant way of handling things. The whole action button system leaves much to be desired, honestly. That solution broke some action button-related logic in supplementary scripts, but I think I fixed those issues; 

- Fixed a bug that restarted quests incorrectly - speaking of how there can be not so obvious problems after system overhauling;

- There may have been a bug for some time, where action buttons stayed disabled upon reloading the game - a bool that tracks whether a UI window is enabled did not revert to 'false' upon reloading for some reason. The bool's default state is 'false', but for whatever reason, it stayed 'true' instead of reverting to 'false' after loading the same game level. Does Unity have a tendency to ‘remember’ certain parts of the scene after restarting it? Or is it a C# thing with default values? Anyway, I fixed that by forcibly reverting said bool to 'false' on level start.

Here. Next week, I'll add flavour strings to the tavern's ground floor and I will work on the perk system. By design, the protagonist is expected to get the 'satiated' perk after eating. I'll need to find a way to remove the perk after a specified timeframe passes. I don't yet know how exactly I should handle it. The in-game time is not exactly, well... linear, so to speak. I can't just say 'get removed after 300 minutes'. I need to account for hours and minutes exceeding the 60 unit limit, then there's also day changing, and so on and so forth. Though I can be overthinking this. I need to sit on it.

YetAnotherUser out.

Files

CoFI-Demo-0.3.0.zip 109 MB
Feb 05, 2024

Get Chronicles of Forgotten Islands -DEMO-

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