Weekly Report (Apr. 22nd)


Hey, folks!

Goodness gracious, this was a tough week to drudge through. So, uh... no belt or equipment weight system this week (hidethepainharold.png).  I kinda stuck with exchange containers and the trade mode, which comprised about 85% of the work I've done. But hey, let's look at the bright side of things, the containers are now better, and so are the trade mode!

The list of changes:

- Wrote strings for Zondok’s wares, also assigned proper weight and price values - haven’t tackled combat actions for the weapons though, for it would take more time, and the next combat sequence is a little far off to justify spending time on them right now;

- Finished updating the trading logic I talked about in the previous report - overall, the solution was actually quite simple, unlike the specifics and other features I also implemented in regard to containers, of which is below;

- What wasn’t quite as simple is item sorting - while I have implemented the sorting based on numerous variables, I have a feeling that it is prone to causing bugs. I tested the heck out of the system, but it’s so confusing even for myself that I can’t help but feel uneasy about it;

- Updated exchange container handling - the code is now cleaner, plus it is now possible to use a container class instance to either open it in the exchange mode or in the trade mode, which is handy and more logical than passing this instance to some other class;

- Fixed the Confirm and Revert buttons not properly becoming not interactable in the trade mode - I believe they used to be broken to some extent. I mean, the Confirm button did become not interactable if the player couldn’t afford the transaction, but otherwise, both buttons were pretty much always interactable;

- Cleaned up and improved the trade mode code;

- Introduced randomisation of items - from the number of items that can be displayed at a time, to repopulation and randomisation of the item list that can either happen each time the player opens the container or when the player opens the container on another day. In short, it is now possible to fine-tune containers for different purposes, from traders to post-combat loot;

- Once again fixed the issue with repeated player collision with a traverse tile that fired after changing a game mode (for example, when exiting the trade mode), making a bunch of scripts to fire, like the ones that consumed stamina and changed time - somehow, I keep making changes that nullify my previous solutions. Now I added yet another plaster;

- Wrote a script that resets ScrollRect components - I have accounted for all instances of ScrollRect usage in the UI thus far, in theory anyway;

- Noticed a bug that prevented swapping items when one of them was a consumable/equipment and the other wasn't - the solution turned out to be hilariously simple. So simple, in fact, that I fear it may have broken something;

- Changed level logic a little and a couple of minor things in the demo proper.

First thing I'll do this week is implement sorting buttons into exchange mode and party inventory window, then I'll tackle consumable item restrictions depending on the worn belt. If I have time after this, I'll start working on the logistics for the equipment weight system. I've decided to not make weapons outright one-handed or two-handed. The prospect of making your character so buff they can dual wield big swords or axes is too captivating to miss out on.

As always, will see y'all next week.

Files

CoFI-Demo-0.4.4.zip 117 MB
64 days ago

Get Chronicles of Forgotten Islands -DEMO-

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