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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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  • Mar. 27th, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • hell game,
    • process
    posted @ 11:55 pm

    AND THEN i fixed some api bugs and messed around with the encoding and the decoding and the parsing on the js end and FINALLY there is a complete end-to-end pipeline between the haskell event code, out through the JSON API, parsed into game event blocks in the javascript, and then run based on map event triggers. bam. amazing.

    actually there are some issues where... okay so i can make an event page w/ an event index and all that, and the initial _activate event runs, but then after that... whoops looks like choices don't work? so that's another thing to fix, but maybe tomorrow. also i didn't put in dead-end resolution, which is like... figuring out that an event has 'finished' if the last event you ran isn't a choice event, since that means it's time to present the big CLOSE button. right now you can x out of an event at any time so it's not really a big deal, but after i make the player actually sit through an entire event i'm gonna need that working.

    anyway this is mostly neat b/c now it's like, oh i can actually kinda play the game. all these events i'm writing i can check out IN THE GAME instead of just reading over them in code files. amazing.

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