Weekly Report (Apr. 30th)


Sup.

I wasn't at home for the bigger part of yesterday, so I had to postpone testing and fixing to today. The good news is that I implemented sorting to all relevant modes and implemented having to wear a belt in order to be able to equip consumables. The bad news is that I'm not 100% sure everything works flawlessly. If I haven't noticed any bugs, it doesn't mean there're none. It's me we are talking about, after all. I began practising game development out of necessity, not out of having real talent, skill, or expertise in the field.

The list of notable changes:

- Fixed a bug which was likely related to the change I made previous week - it was technically possible to swap an item in the equipment with any item in the inventory, regardless of slot type incompatibility;

- Noticed a bug that made the sort order button not update the arrow sprite the first time you opened the trade mode, making it look like it didn’t work upon clicking - fixed it while refactoring the sorting functionality;

- Sorting code refactoring broke certain parts of the trade mode code - had to waste almost an entire day on fixing the inconsistencies as well as bugs I didn't notice excited before;

- FINALLY got around to making it possible to dynamically adjust the number of slots in the UI - now if where’s more items in an inventory than there are slots, more slots will be added to fit all items, including the items in a trade/exchange container (basically, the number of generated slots equals to container items + player items combined - to always have slots to store all displayed items);

- Refactored and enhanced the functionality of the exchange mode code + added sorting functionality to the exchange mode;

- Disabled buttons on dragging items - if a player dragged an item and used shortcut keys during trade/exchange modes, item lists broke in most horrible ways, and this was the easiest way to prevent bugs;

- Updated the structure of the inventory window - now it uses less game objects and looks generally more symmetrical;

- Refactored and enhanced the functionality of the inventory window code + added sorting functionality to the inventory window;

- Added the necessary changes to the scripts that dealt with using and disposing of items in the inventory or exchange mode windows;

- Greatly improved sorting logic, especially sorting by item type;

- Implemented the need to wear a belt in order to equip consumables;

- Fixed a bug that prevented the player from changing the protagonist’s position when using an action button (for example, moving from the tavern hallway to the protagonist’s room) in case the protagonist was still in the process of moving at the time of the action button press; 

- Made various small-ish changes to game logic, removing redundant Unity events and references, etc.

I feel tired. Usually, I take breaks on Tuesdays, but since I'm here, writing these lines, straight after testing the latest build's state and fixing bugs (which did exist), I think I'll take a rest tomorrow along with the rest of today. This week, I'm planning to work on the protagonist weight management I was talking about for the past two weeks. Besides, I think I should add scrolls to trade/exchange/inventory windows. Dragging the slot sheet when the inventory is full turned out to be not as easy as when there were almost no items in the slots. The funny bit is that earlier I did have the scrolls, but they didn't look right on the redesigned windows. Well, looks like I'll have to re-add them and think of the way to make them look alright.

With that, I'm signing off. See ya later, alligator.

Files

CoFI-Demo-0.4.5.zip 117 MB
56 days ago

Get Chronicles of Forgotten Islands -DEMO-

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