12.7.2022(Finally I can showcase digging feature)

 Summary:

Today I started off working on my internship project, and after that I worked on the Mad Scientist project, as I have noticed that I haven't had the opportunity work on it for long. So I was able to install the basics of weapon swapping feature & do lots of bug fixes. 
Then I worked on my RPG Project for a looong time, because I am working on save & load feature that is rather challenging. I decided to first instead of implementing it the use all the available tools, I decided to first create my own more manual version of this system for learning purposes.
I also worked on A Farmer's valley digging system that I promised to showcase today, & finally can deliver on it. I was able to finish the digging system , now when the player digs it shows on screen & all the dug grounds check for surrounding tiles & connect correctly. 

Mad Scientist:

As mentioned in the summary, I mostly did bug fixes for the game & I was also able to install the basics of weapon swapping feature, that I should hopefully be done with tomorrow. Since I want to finish this project asap, I am going to start focusing more time on this project, once I am done with weapon swapping, I will need to implement sound effects, particle effects, & time based difficulty increase. After that the game will most probably be done.

RPG Game:

For this project I worked on level design, started off researching on the best way to implement a Save & load feature. I decided to first instead of implementing it the use all the available tools, I decided to first create my own more manual version of this system for learning purposes. I am not gonna use this system to save & load all the features because I will have to write thousand of lines of code. So yea I was able to save the player's location store in a file, convert it to binary, and then loaded back up from disk & change the player's position to the saved location.

A Farmer's Valley:

As mentioned above today I finished the digging feature, & fixes some bugs regarding this feature where the tiles were not connecting properly together. The reason this feature took so long was because there are 16 possible combinations, and there are a lot of data being passed around about how these combinations can be implemented, and whether they can be implemented. 

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