So happy; I got my NPC behaviors working. NPC will now go home/the inn at night, and walk around and do their thing in the day. But if it's past certain hours (like if player enters the town at 2am) the NPC will already be home. Vice versa for day time. AND. I did it using only the one NPC event haha! Oh, I am very happy with this!
Today on Cythera vs basic code:
It's target.actorId() not target.actorID()
Did I spend an hour tearing my code apart, wondering what was wrong with it, not even bothering to check the actor ID part? Yup.
An oversight on my behalf created an accidental bonus mechanic within my game.
And ya know what? I like it So I'm going to keep it. I'll just rebalance a few things around it!
I want to get a demo for this lil side project out shortly - maybe a month.
That moment when you're getting a new update ready, deploy it for the final round of testing (gotta make sure the deployed version runs, ya know?) andddddd there's a visual blip Doesn't impact gameplay. It's only on-screen for a few seconds. But you can't leave it there.
So now you have to fix it, then redeploy, then retest. Why do I do this to myself.
Having a hard time finding motivation to work on my game. Not sure why. Just...eh. Not bored, but just tired. I think I'm getting a little frustrated with myself as to why the stupid thing isn't finished yet.
Important news: I have a sofa!!!
I've been living in this place for over a year and oh, how I tired of sitting on patio furniture inside! So, I got a sofa. And it is amazing.
Now it is property of my cats >.>
Got the core mechanic for my IGMC game working perfectly. Which is really good, because I wasn't sure how difficult it would be to pull off (spoiler alert, pretty difficult)
In hindsight...I should have started with the core mechanic. Ya know. In case it didn't work
Feeling a tad frustrated designing one map of my project... MC is supposed to grab a key from inside a kofun to escape a certain area. Unfortunately, kofuns are cramped, dark and claustrophobic: not exactly many places to run and hide in horror games.