Version 0.4.1: New territory
After yesterday's release, I cleaned a few things up and was struggling on how to move forward....There were still problems with my current codebase and it would be another few days until I would be able to complete them...Then most likely, when I completed those, I would experience several hind sights and repeat the process.
Thus, I decided to move the project - not the codebase - forward.
I had been sitting on the hotbar system for awhile. It had never been implemented further than the creation aspect of it. Entangled in it was old code that didn't match current standards or design. So I had to scrap the old code and begin anew. Luckily the hotbar system didn't change, but tying in key presses and visualizing them on the hotbar needed reworked. It was not too difficult as this code was fairly simple and easily understood. Although, one thing still confuses me, which is The keybinds are not tied to a specific hotbar. Rather, it is the reversed. Ideally, I would like the player to change which key activates which hotbar action. As I've said, its a confusing concept to me. For whatever reason, my brain sees the other way as correct, albeit, its not.
I also needed to have the keybind and the hotbar associated to it deal with the action independantly. I.E. The keybind does not activate the hotbar (maybe in some cases it will), rather it activates the Spell it is assigned to. Same goes for the Hotbar action, it activates the spell, rather than the keybind. This is because those two, although do nearly identical things, there may be a time where things split up in terms of functionality.
The end result is what you see. The end result of the code is rather messy, and expanding upon the idea is going to cause many issues/bugs.
However, instead of trying to create the perfect system from the get-go, I've taken a different approach. I designed and coded everything in sort of a "linear" fashion. To see what is needed and what the "layout" will be for the code. So now, I have messy code but it can easily be refactored to allow a more flexible development style based on the needs of the project.
The road ahead looks bright.
Thanks,
Jacob Homanics
Files
Get Untitled RPG
Untitled RPG
A Single Player RPG heavily inspired by World of Warcraft!
Status | Prototype |
Author | JacobHomanics |
Genre | Role Playing |
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