Log Final
Well fuck yeah, it's done.
This was pretty hard to wrangle, and I certainly learned a lot. A big take away from this was learning how my process, tbh, rather than development details and techniques (although I did learn a ton of dev detes).
The last leg of the race was cleaning up some final mechanics. I spent a couple hours debugging why my PLant class wasn't changing state, only to realize I had typed the wrong func name in my later classes. I had typed enter_tree() instead of enter_state(). Womp womp. So that took a while to figure out, but once I did, everything was just in place as expected.
- BRO I JUST NOW FOUND that you can FILTER METHODS in the script editor; which would be awesome for exactly this case. Sick
Other takeaways. Damn, I learned a lot.
- Use AI to learn. It's so much faster than anything else.
- Setting up an architecture does pay off later, when building on top of it. I think I should get better at planning my architecture, once I can. Right now, not having a plan is the next big time bottleneck.
- Once this architecture was set up, it was so much easier to build on top of it, and make mare content, especially content that played with things in new, flexible, and interesting ways. Making the different tiles was way easier; making the different Plant states was super easy, it was awesome.
- My scope was definitely bigger than I expected, by quite a bit. I think I was trying to learn about, and architect too much new stuff for one go. TileMaps, and TileMapLayers, using a grid in general, figuring out sequencing of when scenes are made Ready
- I have to figure out the order that things get made Ready in. ex: I was trying to have scenes reference the World Autoload when they came into the scene, but the World wouldn't be ready yet.
- Putting code in getter() and setter()s is a lot of fun. Maybe it'll cause me issues later, but it made things so *clean
- I'd like to get a better sense of things that I'm going to reuse, before I start to reuse them a bunch. I wrote out a bunch of time checks, then reused them in my Plants, then after a while, realized what I was doing and went back and refactor/reused the code. It's fine, it just made me scared that I'd break something.
- I gotta figure out recursion. Watering a tile could pass on to an adjacent tile, and I came up with a slightly messy, not very happy way of making it stop before infinity.
- I also gotta find a way to have things like Tiles, be able to talk to each other. Or, I guess, I need to have two ways of performing an action. One way is diegetic (occurring within the game. e.g. water coming from one tile to another) and the other is non-diegetic (from God, I've said before). This distinction will let me have different ways that these mechanics can be responded to.
- Eventually, I will need to work on giving more feedback to the player. Right now, I'm just trying to get it to work. It actually takes way more feedback to show what's going on, then you'd think.
More than anything? I'm really really happy with how this turned out. I'm really happy with this work. I'm so excited to keep going. I love my wife, this journey is only possible because of her. I hope someday, you can spend every day you want, in bed <3
Day 06 Garden Grower
First step towards a tile game
Status | Released |
Author | Conor V O'Donnell |
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