Building Template: Rewiring My Brain
I came to a realization last night, I was way too much in my own head about the building template I was creating. I don't need to worry about drawing anything, this is just a template for now. I need functionality first. What I've gotten designed is a good start, but it doesn't do anything. So instead of freaking out about drawing the world, today I focused on making things happen!
I started by attaching a blank script to the root node of my template, added a couple of export variables and started talking to Gemini. I started by figuring out what exactly I needed in my scene by describing what I want to happen and what I already have. So I added an Area2D and a couple of CollisionShapes. I made a slight modification to the Player Character for collisions as well.
I put together a very minimal script, just a couple of export variables and a placeholder _ready function. Then I fed that script and a small amount of information to Gemini and it popped out a decent script but included its internal markup. Why does Gemini do this? I asked again a couple of times and finally was able to get what I wanted, and I learned something new!
With that, it was time to test and see what is and what isn't working. I took my template building and dropped it in my city_main scene and hit play. Surprisingly, it works just fine. I do feel like my player's character moves too slowly, and there's something weird with his animations or something. But this is a huge step in the right direction!
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 |
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- 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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