Been working on the area selection map for chapter 1 of my game.
It still randoms the space scene below the map which is still animated... Also the light placement is currently random as well. I might make it fixed for area selection maps though. Still random did pretty solid.
Still hard at work adding all of my notes to my World Anvil. Turns out there are almost 70,000 words in those notes... Super glad I decided to do this, it's doing wonders for my organization and the game's direction. Plus when I'm done I'll effectively have a website for my game to link people to.
So apparently World Anvil is actually 30% off at the moment... After watching half a hour of videos and playing with their software for another half hour... Yep, I'm in. Time to make my very own private wiki full of secret world building knowledge.
Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any.
I really get the feeling I should be doing regular YouTube videos whenever I make something cool in my game, instead of waiting for massive changes. But not going to lie... I always feel like it's never quite enough to merit an update, until it's a drastic change.
230 paths... roughly 250 light sources on the screen... One serious lag fiesta... But I finally got it all the screen at once. I guess I could have also just made an event to spawn each one in exactly the location I needed, but that's sooo much less fun.
I'm a bit conflicted. One the one hand, it's quite visually cool to make bodies of water that the player can interact with by going into it. However obscuring the player character from a gameplay perspective is pretty bad. Hmm... There's the option to make the area around the player visible, but then that kind of defeats the purpose of submerging them.
And then I figured out a way to doing a "regular animation" that's affected by PIXI particles. So now each frame of the animation gets particle effects. Soon my dreams of a world without QSprite will be realized.
I was messing around with particles and made a pew pew sparkle laser.
Also I tested this game on my first gen Surface Pro (it's literally made of stone)... And er.. Anyway enjoy your 8 fps? Yeah... Going to need a graphics card or a much new APU for this game barring some kind of major changes.
So I've been testing disintegrating a map from left to right over about a minute and thirty seconds. And giving the player that long to drag stuff to a portal on the opposite side they'd like to keep, along with accomplishing any side objectives.
They can of course permanently abandon the map at any time,.....
So I'm practicing ITC with a spirit box, and decide to try to contact my deceased soulmate. It actually gave me multiple identifiers. Me, still a bit skeptical, asked aloud "Fine but does he still love me?" and the box spoke and printed the word "Forever" at the same time. Been a mess of tears since.
Been scratching away at my game and making progress, but just had a revelation. I'm working in full screen and adjusting all my pictures accordingly, but will they resize if someone's screen is smaller?? I hope this doesn't turn out to be a problem later.