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Showing posts from October, 2023

Sprint 4: Probably one of the Things That Has Occurred

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 This sprint was difficult for me. I had a lot going on both on the school and personal level, and was not able to put in the effort I knew I could give. But, we can start by championing the work that was done. This was the first thing I accomplished in the sprint, and it surprisingly meant a lot. It wasn't much, really; I fixed a longstanding bug that kept the text from updating with the placement of items. It was just a change of calling the UI refresh functions, but it lead into a lot of the work I had to do for this sprint. Finishing this lead to the understanding of multiple things: UI calls right now are really slow and really bad; this isn't necessarily a problem, but it lead me to start understanding exactly when the game changes things and it when it doesn't. UI updates, as of right now, are not currently affected by the update function with the exception of anything that is guaranteed to change per tick. Additionally, I recognized that the Item properties were bei

Sprint 3: +.25

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 It took a lot of work to try and make the inventory get anywhere close to what I want. Half the issue with it is that I didn't have a solid idea of what the fun in it should be; I forgot that, with the resident evil inventory system, fun wasn't necessarily the goal. The goal of the inventory system there is to limit what the player can do; it is a genuine impossibility to be adequately prepared for every situation thanks to the limited inventory, and some weapons are made weaker or more powerful based on their storage requirements and even the size of their ammunition. Following the philosophy for a grid inventory system would then result in a +1 feature that's mostly defined by what the player /can't/ do, which doesn't give us much design space. It's also not really a restriction that opens us up for fun. My first effort at making the inventory system work. So, I decided to abandon the structure and make the inventory entirely mesh and collision based. The onl