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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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  • Jun. 2nd, 2022
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • gamedev challenge
    posted @ 12:11 pm

    i guess it's time for another 2-week project reportback. still working on asteroid garden. this week: not so much progress, though. i added in some minimal support for 4 plants on a single tile, and they all grow properly and the like, and then i mostly didn't work on it until a few days ago, when i added in the basics of more complex plant growth systems. currently, plants can't really do anything aside from grow, and _minimally_ i wanted them to be able to produce pollen and produce seeds. (it's always botherered me in the various harvest moon etc games that buying seed is a huge part of the mechanical cycle of a small home farm. like, you can just... harvest seeds from your crops. a lot of seeds in fact!)

    but anyway that code isn't working fully yet, & i have no real clue how to integrate that into the chunk loading issue -- since pollination is something simulated, so if a chunk gets unloaded with flowering plants on it there's not really any principled way to see if anything happened while the PC was gone aside from stepping through every missed tick until the chunk is up-to-date. and since pollination can occur across chunk boundaries... basically, completely unsurprisingly, simulation in a world where you have to keep loading bits in and out is a nightmare.

    that doesn't really even get into the realm of some plants producing, uh, produce. i guess each plant species would store produce lists at various growth stages, & each plant instance would roll those values as they grow, etc.

    that being said, i am as always feeling kind of burnt out on everything, so, who can say if i'll keep working on this.

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