Ending on a high note!
I jumped into working on the game today with a simple idea, implementing a pause menu. Nothing big, but I knew it would be a bit of a hassle. After yesterday's debacle I was expecting trouble from Gemini, and I got it. It really isn't made for this. Don't get me wrong, it definitely made things go by quicker, but during the troubleshooting it really wasn't a lot of help most of the time.
I got the menu setup and kind of working, but it wasn't appearing the way I wanted (off-center, and not in screen space). It was odd, and the AI gave me incorrect direction. In the end, I worked through it mostly on my own. But then it happened again with another sub-screen in the pause menu. But this time, the solution was simple and it was Gemini that pointed it out.
But now I'm calling it a win, that's all for today. Just a simple pause menu. It really isn't a lot accomplished, but it really feels big. Being able to pause, access settings, and quickly go back to the main menu from within the game world really makes it feel more like an actual game is coming together.
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
- Refactoring: Cutscene Player21 hours ago
- Localization: Finished, Terminado, Fertig, Tapos Na!1 day ago
- Localization: Digging Deep2 days ago
- Localization: A Return3 days ago
- Of Dragon Con, Debug Overlay, and Localization7 days ago
- Dragon Con: A Vacation9 days ago
- Dialogue System: Talking Points Go BRRRR11 days ago
- Dialogue System: Talk About It12 days ago
- NPCs: Let's Talk!13 days ago
- NPCs: A Simple Start14 days ago
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