Induction: Complete(ish)
Almost Forgot!
My load at work today is light, so I've had a slow morning. I was thinking about what I should do when it dawned on me I hadn't even thought about working on the game yet! I mean, it's still not even noon, so I'm sure I'd get to it. But I was already feeling pretty lazy, which tends to be an issue. Of course, at this point I'm already in the lazy mindset, so I'm sitting here delaying working on the game while I type this out. Sorry, I'm human (even if it doesn't seem that way sometimes).
Let's Get To Work
So, I slowly got to work while watching Stargate SG-1. It was slow going, but not too bad. It actually gave me a bit more time to stop and think about what I was doing. I actually ended up noticing a mistake I had made in the creation of the induction terminal interface. I had some text in there that wasn't a translation key. Fixed that real quick.
Then I dove into how I wanted to handle the actual logic of the interface. I actually ended up making some modifications, broke one label up into two, added another unrelated label, and added a scroll container for later. Digging into the code I realized I needed to either let the player do whatever they wanted or add some sort of feedback. I opted for feedback, which means more text, so more labels and translation keys. Things get complex so quickly, don't they? Of course, I'm not actually going to put in much validation yet on the player's name. Eventually, something will need to be done probably, but for the time being the only check I'm doing is that there's any data at all submitted.
Now, when they hit submit (with at least one character in the input), it should set the player's name, though I may want to change the way I do this later. At the moment it just sets the property directly and I may want to add a function to address this. That's a problem for later though. After the name is set, the tool level is set, the cutscene is started, and the game is saved. At least, that's what it should do, let's see what actually happens. . . .
Didn't exactly work the way I planned. Sizing issues with some containers and such. After a little more fiddling, I got everything looking better and working better. It works just as planned up until the end of the cutscene. Not sure what's going on, but there's some other odd behavior too. I'm going to have to dig into this deeper, but it seems when I delete a save game it just deletes some metadata surrounding it and not the actual save itself. But there's also some other issue (I believe) with cutscenes I'll have to investigate.
Next Time
That's all I have the patience for today. I've actually got things mostly working, with some bugs. That's a win in my book! Tomorrow I'll dig into the savegame issue. I expect it should be as simple as adding something to the "new game flow" that clears all previously saved data for a slot. Just gotta figure out what that entails exactly. There may be another issue with savegames surrounding my slot numbers too, but I'm not certain yet. I'll look at the two together. Then I get to dig into the issues with my cutscene. . .
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
- Quitting: No More Ghosts1 day ago
- Stepping Back: Keep Going2 days ago
- Induction? Terminal!3 days ago
- Quest Manager: Tool Level4 days ago
- Playerstats Manager: Starving To Death5 days ago
- A Minimal Day7 days ago
- Inventory: Now On Display8 days ago
- Inventory: Item Slots and Updates10 days ago
- Inventory: An Empty Display10 days ago
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