Another quick day of work today on the game. It's surprising how quick and easy it is to get Gemini to make coding changes when it's not bogged down by a bunch of history. I had already worked through updates to my item definition, but I hadn't done everything I needed to in regards to that yet. I had a small list of test items, but it didn't incorporate the new changes.
So I fed the new item definition into a fresh Gemini chat and told it to rebuild the resource list with the new definition in mind, and for good measure I had it add a few more for testing. And wouldn't you know it, immediate response with exactly what I wanted. No errors, no fuss, no confusion based on previous syntax.
Then, of course, I needed to update my data manager to be able load this updated data definition. So I fed that script into the same chat and told it to update the script to account for the changes to the item definition. I was met with a new script with minimal changes, only what I asked for.
But, it wasn't quite right. Launching the game threw an error. So I took a quick screenshot, fed that back into the chat. It analyzed the error and made the required changes and now everything's working! So far, so good!
Even with such a small and quick change, it's a really big part of the whole process. There's still more I need to do, such as updating my inventory manager to deal with the changes to the item definition. And the biggest thing of them all is going to be the savegame manager, and making sure I can save these procedurally generated items.
And it occurs to me, since all items can have a tag assigned, I can just simply tag an item as "procedural" and use that specific tag to determine if an item needs to have it's data saved, or if it is a pre-defined item! Wow, typing out dev logs is really helpful!
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