NokiMo
CarnalSouls
CarnalSouls

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Dev Diary #6

Hey guys,

So after some time spent in the weeds, arguing with Unity about things, we're back to making progress. Crimson's been hard at work creating systems for the equipment database and moves database, as well as bending Unity to his will. Unity is a fantastic piece of kit, but not without its weirdness.


We can now have a character equip something by storing the ID of the equipment in a particular slot. In the Unity editor, it now shows the name and type of the equipment underneath the ID input field, so we can tell whether or not there's a valid piece of equipment attached, and which equipment it is. Then, all we need to do when we want to list that equipment in an in-game menu is pass that ID back to the database to get the equipment's details.


This same technique can be applied for moves; we now have a moves database with moves stored in it, and the Unity editor shows us the actual move name and any other useful information instead of just the ID (took some sweat to get that working). But, all we have to worry about there is passing around an ID in-game instead of copies of a Move or Equipment struct. Neater and much less prone to bugs, and allows us to tweak things and have that tweak affect everything it should.


We've also been doing work on the battle screen GUI, creating the template menu elements there that we can re-use for displaying equipment and the moves attached to them in a user-friendly way, which should also be easily navigable with keys as well as a mouse.


We're achingly close to the bit where all the weapon and move designs I've made can be put into the game. I'm very excited for that :)


Until next time!


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