Posted July 31, 2021 by Jellehtea
Sorry for all the notes! It's mainly me training myself to make note of these things. Things tagged as V0.12 and V0.11 are from me and my friend Maci playtesting and me then fixing with quick builds before V0.13.
New Features of V0.13:
Customers don't weirdly appear into existence anymore! (Or at least not fully...) They still don't have a delay between actually spawning, but this softens the obviousness a bit.
They currently glide until I get animations done for all of them, and I'll also be working on a door animation to add to when they leave and arrive.
Currently have 6 out of 9 walking animations done for customers.
These are on buttons and most interactable objects (machines, plots, customers).
These sound effects are temporary, and some are mainly for my own amusement and don't match at all XD.
Something I suggested to Maci, as dynamic 2D lighting is something done in this project. Tis pretty cool.
I got annoyed at forgetting the shortcuts to my menus because I couldn't close them, so I added small X buttons to close the windows.
Mainly for if a player doesn't have enough money for the full repair.
This was something I wasn't sure how to approach, but after a bit of research on how serialization works, I sorted out some custom classes for contents of these features, and then saved that information with my save system.
Loading the information was relatively easy after this, although the plots gave me a bit of trouble as I had to save certain things like growth stages to fully load their state properly.
There's probably a lot of bugs connected to this...
Really tempted to make a Mr.Resetti reference with this...
Something I partially put off to focus on other things, but now it's implemented.
This is the beginning of setting up the leveling system. It currently doesn't actually effect anything other than maybe reflecting how much time has been spent making potions.
Changes to Features of V0.13:
Not fully certain on this change yet, but I think its better than the old layout because of the overlay it did.
I also experimented with having the icons show when you highlighted over the plot, but I think it's more efficient to just have them display always.
The old system needed the plots to first be watered before you could plant a seed, this is no longer the case. I think I have a tip that still says otherwise though, will be updated in next build.
This was for the set up of customers walking in and out of the room.
Items spawned way too slow, however this may be tweaked if it starts breaking. The reason I have it at a delay is to guarantee things don't spawn over each other, as well as help lag.
Clicking on tool icons now equip that tool, as well as the usual keyboard shortcuts. They also light up when equipped.
It's all been moved down, including durability of the tools which used to be top right, because I think it's a more noticeable and easier place to reach.
Maci suggested this, and I think it's better than the previous tips simply following the mouse, it made it a bit difficult to read.
Bug Fixes of V0.13:
Customer collider now deletes after giving them their potion.
Plots now have a ClearPlot function, called with reset.
Reset function now clears spawn queue.
Coin collider now deletes after coin is clicked.
Cauldron and machines now have a ResetContents function, called with reset.
UI change.
These components used to be called powder and mixture, but to stop confusion between other items I changed the name. UI did not reflect this until this change.