Posted August 17, 2020 by Gale
I didn't have much time to work on the game today, but managed to get a basic gardening system into place where a planted farmland ticks every 2 seconds and calculates logic based on whether it is grown, watered, etc. This will, of course, become more complicated than a 2 second timer in the future (hopefully!)
I also squashed some bugs with the item switching and inventory taking, namely where the carrot icon didn't disappear from the GUI when the count fell to zero.