Time for another weekend dev sprint, after a week with little time over for code – but I still managed to do some code cleanup and bugfixes! 🙂 I´m really pushing to have something to show by the end of the month, so let´s set an ambitious agenda 🙂
Finish inventory item system
- Give item to NPC
- Remove item from inventory
- Update inventory UI to reflect this
- Add to game data/update character dialogue (event system needs update)
- Give all NPCs an array (npcInventory?) containing items they carry. Can be used by event/dialogue system to determine current event/dialogue
- pop_inventory() needs to be run every time a change is done
Finish dynamic calendar
- add event icons (replace event ID)
- Clicking event icons should expand and show more information
Start phone UI
- Setup rudimentary phone UI, which the usual homeicons
- Functional icons that take you to contacts and a dummy internet browser
- Sending someone a message should close the phone_ui and play an animation of the message being sent
Start notifications system
- Should popup when a game event is run, or when receiving a text
- Notifications literally pop into view, growing from small to full size, while animating opacity until opaque
- If there is a notification in the queue already, it moves down, before the new notification is fully popped. I´d like a subtle “plup” sound
Have another go at the dialogue editor
- code traversing an existing dialogue tree visually
- select and load NPC/dialogue from the left menu
- create a new dialogue tree
Spice up the UI
- Add opacity tween to UI overlays, so that they slowly become opaque as they move up from below (maybe animate size as well).
- Animate talk/think-bubble, so that it looks less static (make more handdrawn looking?)
- Add close-buttons to all UI overlay windows.
Fix UI inconsistencies
- Some UI overlays seem to not set UI_blocking to true, allowing player to move/cursor to change
Add character animation
- make character level with floor
- it´s only a placeholder mesh, but would like to see how the walkcycle looks animated (it´s also less boring to look at)
The most boring part of planning, but important for future scaleability. There are bits of code written over the last couple of weeks that´s crude and messy (and duplicating functionality), and could be turned into reusable functions. Messy code is fine during prototyping, but it´s important to address this as early as possible, once the functionality works.
Inline comments help both me and others understand what I was really thinking when writing the code 😛
Again an ambitious plan for this weekend, and if I get 75% done I´ll be very happy. I usually find new stuff to address as I code, and I´m sure this weekend will be no different 🙂 The above is what I consider bare minimum to release as first alpha, not of the game, but the underlying engine. Once that´s done, the full engine can then be feature complete within a month.
Results of weekend code sprint will be posted next tuesday, may 22.
Have a good one,