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Eiyeron's devlog

A topic by Eiyeron created Oct 01, 2022 Views: 798 Replies: 23
Viewing posts 21 to 24 of 24 · Previous page · First page
Submitted (1 edit)

Day 26

I unplugged the old action decision and the current one seems to almost work. When re-implementing the tree navigation, I removed the log printing, I should plug it back, I'm getting still some crashes as I'm mishandling the turn action data, oops.


EDIT : One hour of sleep budget burning later, I got it working! Looks like the AI is already looking to go after my units while still trying to keep its distance to not be too vulnerable. I'll do some picture posting later.

Submitted

Day 26 & 27

Day 26 I was sick and stuck to my bed. Day 27's timeslot was mostly spent trying to squash some bugs when the AI couldn't properly fill the blanks for skipping actions, causing some crashes in some scenarios, I think I'm going to refactor this into polymorphic code so there won't be less issues of data mismatch.

Another part of interest was the custom pathfinding code which was more expensive than planned. I wonder if I can use Godot's pathfinding server in a way that doesn't involve meshes but custom nodes.

Submitted

Day 28

I rewrote most of the algorithm to improve the way it stores the turn's action sequence into Action Commands (because somehow I forgot that "turn actions" were a thing). Instead of storing values in different arrays that was more prone to bugs and mismatches than anything, I'll just stack an array of command objects that are called with the entity during the turn unroll. It makes the code less messy and I also took the time to trim some code made useless and redundant in the same way.

They say the best commits are the one which are removing more code than adding. I think I should wrap up the jam "demo"'s page tomorrow. Been a slow month as usual with my hobbies, but it's been mostly consistent. The game's just not that playable given that the month was more focused on prepping the code for doing AI experiments but it got its share of gamey bits over the month though.

Submitted

Day 29

The prototype is live. I spent today's allocated time into making a quick intro screen, wiring its events and making a Windows export. If needed, I'll provide builds for other platforms if Godot allows that on Windows. I'll make a postmortem tomorrow.

Viewing posts 21 to 24 of 24 · Previous page · First page