Patchwork game coding
So I've been making a decent amount of progress (between all of the not-working-on-the-game I've been doing), and can now walk my player sprite (with the correct animations!) in four directions, move her diagonally with sort-of the correct animations diagonally, and have her 'interact' with things.
I'm so glad there are a lot of people out there posting tutorials on Youtube, because it's so much nicer to follow along with something than to try to figure out how something works based on documentation.
So far, tutorials that have gone into the programming of the game include a Main Menu (with options) tutorial, a walking/movement tutorial, an inventory tutorial, and a handful of animation (within Godot) tutorials.
The "finished product" for what I'm currently working on will be a small playable demo of what I'm hoping the entire game will look and feel like.
Once it's finished, I want to start sort-of from scratch so I can tidy up any obviously messy organization, code, etc within the project itself. And it's gonna need so much optimization.
I'm not bothering creating a full tileset at the moment, just mocking up items or spaces to use as a visual aid for the coding. I can only imagine how much cleaner it'll be to have it all in one place instead of piecemeal.
On another note, I saw a friend who follows me on Tumblr, and he told me he thought Nebula's Bounty was the best choice of the polled options I'd given (which I talked about in my last post), so we high-fived.
Having sat with that decision for a month, I still feel like it's the right one. I'm thinking of using Cosmic Harvest and Gravity Ranch as major update names in the future. I would love to keep adding in new content like ConcernedApe does for Stardew Valley.
I've started doodling title logo concepts for Nebula's Bounty because I have something really specific in mind, but as usual, I'm not the greatest at bringing my visions to life. It'll be some trial and error.
Next up on my plan is to figure out how to set up my background and environment objects. (I think I'll have to redo the mock-up I did without environmental objects drawn on and instead have those be separate. It'll be easier than what I was trying to do yesterday before I decided to call it quits, which was creating So Many Collision Boxes.)
I'm kind of laughing at the timing of this post, because it seems to be falling into a pattern of posting dev blogs at the beginning of the month. Don't be fooled, though. I'm not making myself stick to that schedule because that's a sure-fire way to ensure I won't make a post every month. I have to want to. It's the ADHD, you understand.
So, I'll see you when I see you! Thanks for reading :)