#rougelight — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #rougelight, aggregated by home.social.
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
-
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
-
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
-
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
-
Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
-
Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
-
Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
-
Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
-
Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Godot
"The text-based scene at path "res://Assets/MeshTest/Inn/inn.tscn" is large on disk (530.3 KiB), likely because it has embedded binary data"
How to address this?
i imported the glb from a downloaded Blender file
I looked at the .tscn and it has some text in it. It seems to have references to the Textures (even though I have tried to remove them from the mesh)
Apparently I should "save the resources as their own file" HOW? -
Instead of the Berlin Interpretation, might make my Roguelike follow the Copenhagen Interpretation:
Everything exists as proc-gen probabilities, until the Player experiences them, at which point the Function collapses, everything blue-screens, I use non-deterministic words, and things on my desk approach relativistic velocities.#gamedev #godot #roguelike #gdscript #rpg #godotengine #rougelight
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Ruby Radiance
Snuck in some nice, if probably unneeded, code
Chest sizes it's Inventory to the number of Items. Then stacks similar items. Removes Empty Slots. Then adds slots so it fills the 3-slot-wide section neatly. -
Ruby Radiance
Chest loots seem to be stacking properly!
Still can't stack from different Chests, but it'll have to do for now.
Now to write the proper loot tables...#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Loot Make proof-of-concept is working
Current issue: All Items are created as Unique i.e. they can't stack with each other, even if they are identical :(
I suppose I could write a big "Are these the same?" function, but it seems a bit hacky?Anyway, more to do
#gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight