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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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  • Dec. 11th, 2017
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    posted @ 12:21 am

    okay so now that the big data-loading part is done, hell's half-acre development is a lot smoother. i got inventory stuff mostly working (i don't know what exactly will happen when you get given something when your inventory is already full, but i think it'll end up in an infinite, unreachable shadow inventory past the end of your regular inventory) complete with number counts and being able to move things around in yr inventory and select them for use, etc. planting seeds uses up an item from the stack and properly erases the stack and deactivates the use action when it hits zero. harvesting a plant still does absolutely nothing, though; that's the next thing to work on.

    after that, it's like... add in money, add in a shop interface, make the shop buy produce and sell seeds, and that's a "playable" "game" technically. stuff like stamina, wood/stones, and a produce bin could all come after that. HOPEFULLY none of that should take anywhere as long as the data loading.

    hell's half-acre is actually a nice break from hell game work, because hell's half-acre is like... tightly defined? hell game is this big sprawling thing b/c i don't really have a primary mechanical loop and i've failed to limit scope creep, but hell's half-acre is like. hey you know farming sims? one of those.

    also i'm coming up on the two week deadline for the latest gamedev thing, and i haven't worked on it at alllll. i think i might cheat this time and start on it now, and then just say i'll work on it for another two weeks, b/c the concept i picked this time is something i want to explore a bunch.

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