Weekend Game Dev – Planning for may 19-21

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

  1. Give item to NPC
  2. Remove item from inventory
  3. Update inventory UI to reflect this
  4. Add to game data/update character dialogue (event system needs update)
  5. Give all NPCs an array (npcInventory?) containing items they carry. Can be used by event/dialogue system to determine current event/dialogue
  6. pop_inventory() needs to be run every time a change is done

Finish dynamic calendar

  1. add event icons (replace event ID)
  2. Clicking event icons should expand and show more information

Start phone UI

  1. Setup rudimentary phone UI, which the usual homeicons
  2. Functional icons that take you to contacts and a dummy internet browser
  3. Sending someone a message should close the phone_ui and play an animation of the message being sent

Start notifications system

  1. Should popup when a game event is run, or when receiving a text
  2. Notifications literally pop into view, growing from small to full size, while animating opacity until opaque
  3. 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

  1. code traversing an existing dialogue tree visually
  2. select and load NPC/dialogue from the left menu
  3. create a new dialogue tree

Spice up the UI

  1. Add opacity tween to UI overlays, so that they slowly become opaque as they move up from below (maybe animate size as well).
  2. Animate talk/think-bubble, so that it looks less static (make more handdrawn looking?)
  3. Add close-buttons to all UI overlay windows.

Fix UI inconsistencies

  1. Some UI overlays seem to not set UI_blocking to true, allowing player to move/cursor to change

Add character animation

  1. make character level with floor
  2. it´s only a placeholder mesh, but would like to see how the walkcycle looks animated (it´s also less boring to look at)

Code cleanup

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.

Comment code

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,




Written by Ape

I always wanted to do something creative, but just never got around to doing more than drawing and write down ideas. This site is my way of finally doing something with those ideas.

Leave Comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.