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/โฆ
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Questa voce รจ stata modificata (4 settimane fa)
Eniko Fox
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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Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
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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Eniko Fox
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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Eniko Fox
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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Cat ๐๐ฅ (D.Burch)
in reply to Eniko Fox • • •Eniko Fox
in reply to Cat ๐๐ฅ (D.Burch) • • •Eniko Fox
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
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Eniko Fox
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
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Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
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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Nina Kalinina
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". ๐ค
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)
Eniko Fox
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
Eniko Fox
in reply to Eniko Fox • • •j_bertolotti
in reply to Eniko Fox • • •"Crude Carpentry Table
Allows you to process Rough Wood, Sticks, Cordage."
maybe? ๐ค
@nina_kali_nina
Eniko Fox
in reply to j_bertolotti • • •Nikita Lisitsa
in reply to Eniko Fox • • •Eniko Fox
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 ๐ค
Eniko Fox
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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D. Moonfire
in reply to Eniko Fox • • •Eniko Fox
in reply to D. Moonfire • • •Eniko Fox
in reply to Eniko Fox • • •wake up babe new item dupe exploit just dropped!
........ oh
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Nikita Lisitsa
in reply to Eniko Fox • • •Oblomov
in reply to Nikita Lisitsa • • •Eniko Fox
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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Nikita Lisitsa
in reply to Eniko Fox • • •Eniko Fox
in reply to Nikita Lisitsa • • •Nikita Lisitsa
in reply to Eniko Fox • • •But honestly in the worst case there'll be a 1 frame delay, idk if I even care
Eniko Fox
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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Eniko Fox
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
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Eniko Fox
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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Eniko Fox
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
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Eniko Fox
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/โฆ) 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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Eniko Fox
2025-11-25 08:42:31
Matthew likes this.
Eniko Fox
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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Eniko Fox
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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