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i added actually putting picked up items in your inventory but got sick and never posted it

i'm back at work now and have implemented dropping items from your inventory! which i think finishes up all the inventory management stuff

edit: accidentally broke my threading again. previous is here: mastodon.gamedev.place/@eniko/โ€ฆ

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figured out what to do with drops. i want them to go straight into your inventory when you break something, but i also wanted a satisfying drop animation. so i decided to have both!

just don't look down, i haven't implemented the actual "going into inventory" part yet :'D

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Questa voce รจ stata modificata (4 settimane fa)
in reply to Eniko Fox

making more complex recipes that require a certain quantity of source or target items to craft, so i made it so the hint text tells you if you could craft an item but have insufficient materials

part of that whole "the game shows you how to play it so you don't gotta consult a wiki all the time" dealio

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reshared this

in reply to Eniko Fox

Thinking maybe the quantities should always be visible in the hint so you know how much it'll use up ๐Ÿค”
in reply to Eniko Fox

added the crude carpentry table, block game's first proper crafting station, which will pave the way to many pieces of furniture and building blocks

i also added a sub-text line to the hint window and it now shows how many items will be crafted as well as how many items are required/will be consumed

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in reply to Eniko Fox

added flint knife and cordage, which you get from using a knife on flamereeds

this means all the components for the crude carpentry table (rough wood, sticks, cordage) are in place and i can start working on that next

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in reply to Eniko Fox

nothing to really show today. i replaced a bunch of spaghetti code for left click behaviors like breaking and placing blocks with modular behavior instances, which is needed for more complex interactions with the carpentry table

which doesn't screenshot particularly well

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Oblomov reshared this.

in reply to Eniko Fox

ok i've finally reworked all my block code so that i can have more complex blocks with data stored outside the standard block array, and i've fixed all the bugs that caused

so now i can finally get started on what i was actually supposed to be doing which is adding block entities so i can make the carpentry table usable

#EniBlockGame

in reply to Eniko Fox

added block entities and an item input component which can filter items. then i added a new click behavior that adds items into an item input, so now i can put rough wood, sticks, and cordage into the carpentry table

no screenshot because it doesn't visually show the inputs yet, that's a tomorrow task. you'll be able to see the wood, sticks, and cordage lying on the table after you add them by left clicking

#EniBlockGame

in reply to Eniko Fox

it's basically like a crafting station menu in minecraft. you're still filling slots with items, but it's more organic/diegetic because it's not a menu, it all happens in the world
in reply to Eniko Fox

polished up the hint text for crafting stations to tell you what inputs they accept

doing these hint texts is a pain but i believe in the game teaching people how to play it instead of a wiki

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in reply to Eniko Fox

I like the hints but my mind is blank when I try to parse "The table accepts rough wood. Input rough wood". ๐Ÿค”

I think my confusion stems from the cognitive dissonance between the verbs and the image of the table. What does "accept" mean? That makes me think of a machine, but what I see is a table. I can _put_ things on it IRL, and frankly speaking, can do that with things that do not belong there, but I feel like "input" and "accepting" require either intelligence or the table being some sort of machinery.

Which is fascinating to think about! A table that can talk to you! Accept things from you, reject things from you... A table that can get upset or be happy about things you do with it. A table you can look after, like an IRL carpentry table - don't neglect it, don't let the nails in it go rusty and the surface to go moldy (been there once, I'm sorry, my first IRL crafting table, I'm so sorry)

in reply to Nina Kalinina

@nina_kali_nina unfortunately it's hard to create generic language that will hold up to a wide variety of different crafting stations *and* localization

so sometimes things are gonna sound a little clunky

in reply to Eniko Fox

@nina_kali_nina like i could use "use" instead of "accepts" and "add" instead of "input", but what does it mean for a carpentry table to "use" wood? and "add" feels clunky too
in reply to Eniko Fox

"Crude Carpentry Table
Allows you to process Rough Wood, Sticks, Cordage."

maybe? ๐Ÿค”

@nina_kali_nina

in reply to Eniko Fox

@j_bertolotti @nina_kali_nina Maybe you don't need this hint at all? Leave it as part of learning the game, and only show it when the table's UI is opened?
in reply to Nikita Lisitsa

@lisyarus @j_bertolotti @nina_kali_nina the idea is that there is no UI. i mean there will be one for choosing a recipe to craft but that's it

though i suppose the materials will be implied by the recipes ๐Ÿค”

in reply to Eniko Fox

ok! now when you add crafting components to the carpentry table you can see them on the table in the world! well, up to a pile of 3 anyway >_>

now i just need to add the recipe picker, pressing E to craft, and being able to pick the components back up and it'll be ready!

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reshared this

in reply to Eniko Fox

I like the little stagger on the piles. One of my favorite visual things of Vintage Story is seeing things on tables like this, I'm very glad to see it here. Thank you.
in reply to D. Moonfire

@dmoonfire it's kinda tryhard but i really think not just blocking the screen with a big ass menu does a lot to keep the player immersed
in reply to Eniko Fox

it looks so simple but i had to refactor so many systems and even create an entire entity hierarchy to make it so you can mouse over, click, and pick back up crafting components from a crafting station like this

glad it's done though

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in reply to Eniko Fox

In my village builder game I've decided I'll only ever have 2-level hierarchies to simplify things. Guess it will bite me in the ass at some point ๐Ÿ˜…
in reply to Nikita Lisitsa

@lisyarus honestly I can't imagine going deeper than that myself. But who knows, it could happen!
in reply to Eniko Fox

Well, a sword...in a hand of a guy...on a horse!
But honestly in the worst case there'll be a 1 frame delay, idk if I even care
in reply to Eniko Fox

more refactoring today as the spaghetti code governing use (left click) and interact (E) behavior and getting the hint text got too much for me and i had to clean it up

all the left click stuff is unified properly now using proper left click behavior classes and entity events, next is interact

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in reply to Eniko Fox

finished doing the big use/interact/hint text behavior refactor on block game so now i can continue actual work

#EniBlockGame

in reply to Eniko Fox

you can now interact with objects in the world in block game, which means you can tell the carpentry table to craft the currently selected recipe by pressing E

once i add the recipe picking dialog window basic crafting mechanics for the game will be done

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in reply to Eniko Fox

and when i say the basic crafting mechanics for the game will be done i mean it, because it'll be trivially easy to use these 3 basic components to make all sorts of different crafting stations

all it takes is a bit of json

#EniBlockGame

in reply to Eniko Fox

nerdsniped myself into thinking about distant terrain LoDs. you can read the full exploration of the subject in this thread (mastodon.gamedev.place/@eniko/โ€ฆ) but the conclusion is that it's doable, storing the LoDs for a map the size of gta5 or botw would only take about 350 megabytes of disk space

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just realized. since block game's terrain is going to be finite*, i could conceivably solve the distant terrain issue by simply slowly generating all of the chunks (and LoDs) in the background over time ๐Ÿค”

also i could only store visible faces to reduce storage, since at distance you don't exactly need to know about blocks that are inside walls


in reply to Eniko Fox

didn't get the whole crafting recipe picker popup done but i have hashed out the basic design and functionality at least

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in reply to Eniko Fox

after many, *many* refactors the recipe picker popup is now in, which means that crafting stations in block game in general are now complete!

of course i haven't made any carpentry items yet so for now the crude carpentry table only has the two basic recipes

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