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Week 47-25 Picking up your game again and again

Apple Spells
A downloadable game for Windows

Consistency is hard work. And i have looked through my design book and noticed a very humbling thing: I started it in October 2020. The idea for apple spells is actually a lot older than that. But the point is: it’s now 5 years later and the game definetly isn’t nearly at a spot it was planned to be.

But getting distracted from your passion project isn’t bad. That’s actually quite normal, and I think this is important to note at this spot to any reader wanting to make their own larger game. It happens. Life is full of hard things and you should not feel bad for not burning yourself up for your passion project. The important thing is: PICK IT BACK UP.

Keeping the magic alive

Where I left off

Last update on itch was me joining a jam to try and pick up Apple Spells (and I will keep doing that until I get somewhere) by actually starting a new. Now, I DONT recommend that, it’s quite a disruptive choice that sets you back quite a notch, but since this started out as a Unity project and I was stuck at the same system for months AND Unity did the unthinkable, I decided to start anew in Godot and I still believe that was the best choice. I managed to learn how to use Godot and get the basics running:

  • building a tileset room
  • main character “Biskit” learned to walk (and to run)
  • interacting with the items around us (and its giving us neat little feedback what we can talk to)
  • music
  • having text appear in its own little box

What the next steps are

My Unity project actually was a little further than that. It had a fully functioning Inventory, switching out items with the one you are holding and placing them into the world and all.

That is exactly my goal for this week; getting the Inventory running that can:

  • Pick up items in the world (with all their settings and removing them from the scene and rendering them in the inventory instead)
  • Placing them again
  • Having a hand inventory with one slot that is ~special~
  • Switching out items by scrolling with the hand

The dilemma of Buttons

For that I kind of need to already think about what buttons I want to use, because so far I can get some infos about every item I see by clicking on them and I want to keep that feature. It just leaves me down to one mouse button to a major action, and that is definetly gonna be using the item in my hand on the item before me. But that opens up a lot of questions:

  • [?] Is reading item info so important that it needs to occupy a mouse button?
  • [?] Should I be able to pick stuff up with ANOTHER button or should we just empty out our hands for that (that seems really annoying)?
  • [?] What button will drop an item?

What I did the past 2 weeks

And I actually started to sit down every day I was able to to just do A LITTLE. I have written down new ideas, fixed some bugs, cleaned some code and researched how others build inventories. Sometimes it wasn’t as much as adding maybe 3 lines of code - but that is still great! That means I took a step towards finishing. Because sometimes you just don’t have more brain power in you.

Global Event Bus

I cleaned up my mess of a main scene a little and put the UI in it’s own scene - which made the dialogue not work anymore. Following Youtube tutorials I added a global event bus, because you simply cannot access signals in other scenes and my UI reacts to a “Interaction Signal” that my InteractionManager on my player emits… So far it works dreamingly easy, I hope it doesn’t start to get hard to manage when the scope builds up (cough likeinunity cough).

Chopping up item behaviour into reusable bits

Basic Inventory (mainly UI)

Download Apple Spells
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