Debug Overlay: Simple Implementation
Today I continued working on my in-game feedback. I actually did some of the coding myself! I added a new signal to my debug manager for the debug overlay to listen to. But I let Gemini do the actual coding for the overlay itself. I used my new chat instance, and it helped me work through the logic and formulate the prompt for another chat instance.
I fed that new prompt, along with two scripts for reference and the chat did exactly what I asked, with some minor mistakes. I actually made the corrections myself, but then decided I wanted another small change to the script and it made it happen. Now, when debug mode is enabled (which is by default when I'm testing in the editor) I'll get the overlay on my screen. There's still more functionality to build out for the overlay, but for now I get some necessary feedback on-screen!
Next I need to do the same for the HUD Prefab. I have to start by building out the script for the HUD, beyond the existing placeholder script. It'll have to be able to update the visual elements I've already put in place. Then, once I've got that working, I need to roll it into being handled by the UI Manager showing and not showing as appropriate.
But, that's all I have time for today, so off I go and tomorrow I work on more!
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 Player6 hours ago
- Localization: Finished, Terminado, Fertig, Tapos Na!1 day ago
- Localization: Digging Deep2 days ago
- Localization: A Return2 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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