Open connorjclark opened 10 years ago
Mo' Code checkin: Today, I work on the crafting.
This guy knows what's going on, loving the checklist!
Finish the UI around crafting.
When there is only one possible usage (i.e. Plough + Ground = Ploughed Ground), the controls are very fluid.
When there are multiple usages (i.e. Hammer/Nails + Wood Planks = like, 80 different things), a pop up window is necessary (I also hide the other windows, I think it helps emphasize the item use picker), and the user selects what they want to make with the mouse.
Using the mouse tends to slow things down, so I will be thinking of a way to get around that.
Got a lot done this month. Here is a video showcasing it!
I wasn't able to make it to the majority of the combat and all of the world building / map generation stuff. But, I did make the server-client architecture, UI, crafting, and basic combat all in one month.
Estimated total hours spent on Gridia so far: 114 This month: ~55 Lines of code for the server: 1,870 Lines of code for the client: 4,047 Lines of code for the server-client architecture: 1,469 (See Serving-Java on my profile) Lines of data for the world: 99,598 (the video shows a very small percentage of items, monsters, etc)
Over break I will begin marketing my game on numerous online communities, start a beta server, and look into putting my game on Steam Greenlight.
This is super cool! Did you make the music too?
Hehe, I read some of your code... I see a bunch of:
// :(
comments. :-P
Thanks!
The music is not mine, but is free to use with attribution. It comes from https://soundcloud.com/scythuz and http://box-cat.com/site/nameless-the-hackers-rpg-soundtrack/
And yeah, I am using a technique I made called Frowny Driven Development :p Basically, anytime I know I can improve a piece of code, or I knowingly take shortcuts, I leave a frowny face. When I feel like making zero progress and simply refactoring, I can find a frowny face and fix it up.