Today I dove in deep. It was finally time to start putting some serious work into my interactables. The first thing I did was have a talk with Gemini. We discussed the specifics of how I wanted this system to work. During the discussion, I modified my approach slightly to make things a bit more player-friendly. Then I had it give me a prompt for a fresh chat and off I went!
It really didn't take very long to get the basics in place. I had some issues with my layers and masks, but in the end everything worked out. Truly, I was the one to solve the issues that cropped up. I had the same issues I tend to have with Gemini though, at first it was inserting it's own markup into code (Why does it always do that?). And, can't forget about how it was outputting code before I even gave it my starting scripts.
Eventually it made some changes to my existing scripts, and then I took the specific changes surrounding what I was working on and implemented them, all while ignoring unrelated changes. Once the initial stuff was in, I got to testing. And I had issues, I wasn't getting any collisions at all. I fixed that one without too much trouble, but then the raycast wasn't hitting like it was supposed to.
And this issue drove me batty! Gemini kept suggesting things, and one thing it pointed out was an issue, but it wasn't the entire source. Eventually I did some looking at the Godot documentation on my own and found the issue! It seems that by default raycasting ignores areas and only looks for bodies! If only I had a super-smart AI that could have told me that. . .
But now things are one step closer! I just have to start getting to work next on my dialogue system! Man, things really are coming together!
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