Induction? Terminal!
A Simple Start
I can't keep putting it off. I've broken the work down into enough smaller components that it just doesn't feel as overwhelming. So, it is now time to get back to work on the induction terminal and everything involved with that. I mean, I could put it off indefinitely, while working on so many other things, but I'm not going to. So, the first thing I did was jump into my UI manager, and define a simple variable which points to the induction terminal interface scene.
From there, the work just kinda snowballed. Not really, it's wishful thinking. I'm typing this as I go, so "Gotcha!" Really though, next step was another simple one, adding another variable for the induction terminal interface scene once it's instantiated. As I'm working through this, I see a lot of opportunity to streamline the code. I've copied and modified the same functions multiple times, but I'm sure there's a way to reduce the lines of code and replace multiple functions with just one. With that in mind, I raised an issue in my GitHub for later.
Too much work for me right now, and I doubt it will really make a huge difference in the long run. So, I continued on from there and built out all the logic I needed in the UI manager for showing and hiding the new scene. Of course, I also needed to add my new state to the game manager. . . . I'm concerned with my "overlay states" in relation to my UI elements. I think that may actually be why I had some issues previously that I managed to work around another way. But, I'm keeping this one as an overlay state.
Testing showed I no issues from my changes, although I couldn't test they actually work since I didn't build that part in yet. I did find another change I recently made, adding the scroll container to my inventory, caused some undesired behavior though. It was an easy fix though, two options to fix it too. I could either turn off clip contents or set the expand flag on my horizontal container size. I actually did both, because it makes sense in this case, I believe.
What's Next?
I guess the next step is going to be actually forcing the induction terminal interface to set the correct game state when the player interacts. I was originally going to put that off until the next session but it was so simple to do I just went ahead. And it works flawlessly! Well, opening the induction terminal interface does. Nothing beyond that yet, because that's for next time! I do need to do some work when it comes to the text of the terminal, but for now it'll do.
Xenodochium
The future is what you make of it!
| Status | In development |
| Author | Munchmo |
| Genre | Role Playing |
| Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
| Languages | English |
More posts
- New Quests & Item8 hours ago
- Welcome All8 hours ago
- Bugfixing: Interactables and Focus Loss1 day ago
- Worldbuilding: Player Progression2 days ago
- Talking Points: Triggering3 days ago
- Let's Talk Prerequisites4 days ago
- Unwell Working7 days ago
- Quick Action Buttons: Displaying8 days ago
- Consumables and Controller Safety9 days ago
- Quick Actions: Preparations10 days ago
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