I’m not dead! Hooray!
I’ve been working on a myriad of things with the game lately, one of which is…well, ocean farming! The map screen isn’t just for travelling between islands; you’ll be able to set up stuff like kelp farms and crab traps while sailing around. The traps will yield different things depending on where you put them, too!
(Ignore the bad shadow on the upper tree and the cropped-out HUD!)
Aaaaaahhhhh! I’m super excited. It’s finally shaping up to look like, y’know, an actual game! With stuff in it! Content phase is so exciting!
I’m working on fleshing out the area surrounding the player’s home, making sure it’s feature-complete before moving on to the rest of the game’s areas. Level design takes a long while to get it right! I think I’m hitting a good spot with what I have so far, though.
More radio silence!
Yeah, sorry! This is kinda how it’s gonna go, especially as I work on stuff I can’t really talk about on a public blog. (Spoilers!)
In terms of something I just did, I optimized how save files work; instead of saving the entire terrain grid of a room, it just saves the blocks that have terrain changed on them. Most of the terrain is either just empty or terrain that can’t be changed by the player, so I don’t really need to save their states.
I also made it so if you enter a room for the first time, it changes the “timestamp” to 5 days ago instead of just day 0, so at the start of a new game you already have stuff to forage instead of everything being weirdly empty for the first few days.
Yeah, can’t really show off a lot with those, huh? :P
Holy wow it feels good to have this implemented finally.
The character creator is in!! Really this is a culmination of the file select I made earlier as well as the overall menu system i’ve been occasionally adding to on the side. Feels so nice to finally have those different types of buttons actually be functional.
Aww yeah, file select.
The more advanced functions aren’t in yet; next order of business is adding an actual character creator instead of just setting the defaults on the new file, as well as some “Are you sure?” prompts when copying a file.
Lizard.
Working some more one revamping how player sprites are handled, in preparation for custom player sprite support.