Sometimes I'm thankful that I don't
have any followers. Looking at my last post I have to say its been a
while.
Alright, so I've been slowly working on
the MVP for the “farming simulator” I mentioned last post or so.
I still have a very long way to go needless to say.
So far I managed to work out the issue
I was having with isometric tiles. Although I haven't made anything
but the grass tiles, but I don't think there will be any problem with more
ridged designs like bricks or cobblestones.
As you can see in the picture above I
have a basic UI layout. The upper left will be a status window.
I've decided to rework it so it can show followers and pets (ie:party
members). Not sure if I'll condense it in the corner or have a more
on the side layout, I'm trying to keep the UI generally out of the
players field of view. Sizing can come later I guess. Nothing is
functional on it yet.
The upper right has the clock. Its
just a prototype right now, I defiantly want to polish it later. I
have it animated and the idea looks decent. I've also been
practicing with a color filter that goes over the screen space to
show light gradients. I think I'm going to make the days 15 real
world minuets and may have to break up the animation for the clock in
parts as Godot only supports animations only so long. At least that
was v3.0, I just upgraded to v3.1 so I'll have to check if it
supports longer animations. Even if it doesn't I don't see a problem
breaking up the animation cycle and linking it in code.
And on the lower left is the quick slot
bar (well I kind of made it look like gears). I plan to make this
game primarily focused on using a hand held controller. I thought
about giving it mouse support like in Stardew Valley, but ultimately
decided that I wanted this game to play more like the old Harvest
Moon. I don't have any programming done on the “bar” yet but
what I'm trying to achieve is a place to allocate items that are not
equip-able but will be used in certain areas (ie:having seeds in the
active slot will allow you to sow seeds on tilled soil or have an
option to give gifts to NPC's). The default button layout will use
the L or R buttons to rotate the gear and set an item on the wheel to
the active position.
The lower Right has nothing so far, but
I may put an active equipment (like tools or weapons) Icon there.
I'd also like to make a ring menu
system like in Secret of Mana. That will be an interesting
challenge.
Getting back to the tiles, I had to
work out a solution to show soil when the tile is “tilled”.
Godot's auto tile system doesn't really work well with isometric
tiles (at least from what I could tell) and I don't think I can have
complex data in a tile manager. Thankfully I managed to devised a
walk-around using raycast and area collides. It took me 3-4 days but
now the tiles transition properly from grass to soil.
Anyway that's it for now.
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