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#rougelight — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #rougelight, aggregated by home.social.

  1. 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?

    #gamedev #godot #roguelike #gdscript #rougelight

  2. 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?

    #gamedev #godot #roguelike #gdscript #rougelight

  3. 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?

    #gamedev #godot #roguelike #gdscript #rougelight

  4. 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?

    #gamedev #godot #roguelike #gdscript #rougelight

  5. 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?

    #gamedev #godot #roguelike #gdscript #rougelight

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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.

    #gamedev #godot #gdscript #roguelike #rougelight

  12. 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.

    #gamedev #godot #gdscript #roguelike #rougelight

  13. 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.

    #gamedev #godot #gdscript #roguelike #rougelight

  14. 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.

    #gamedev #godot #gdscript #roguelike #rougelight

  15. 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.

    #gamedev #godot #gdscript #roguelike #rougelight

  16. 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...

    #gamedev #godot #roguelike #rougelight

  17. 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...

    #gamedev #godot #roguelike #rougelight

  18. 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...

    #gamedev #godot #roguelike #rougelight

  19. 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...

    #gamedev #godot #roguelike #rougelight

  20. 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...

    #gamedev #godot #roguelike #rougelight

  21. 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

    #gamedev #godot #roguelike #rougelight

  22. 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

    #gamedev #godot #roguelike #rougelight

  23. 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

    #gamedev #godot #roguelike #rougelight

  24. 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

    #gamedev #godot #roguelike #rougelight

  25. 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

    #gamedev #godot #roguelike #rougelight

  26. 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

    #gamedev #godot #roguelike #rougelight

  27. 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

    #gamedev #godot #roguelike #rougelight

  28. 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

    #gamedev #godot #roguelike #rougelight

  29. 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

    #gamedev #godot #roguelike #rougelight

  30. 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

    #gamedev #godot #roguelike #rougelight

  31. Hawk Hill Manor
    Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.

    #gamedev #godot #roguelike #rougelight

  32. Hawk Hill Manor
    Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.

    #gamedev #godot #roguelike #rougelight

  33. Hawk Hill Manor
    Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.

    #gamedev #godot #roguelike #rougelight

  34. Hawk Hill Manor
    Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.

    #gamedev #godot #roguelike #rougelight

  35. Hawk Hill Manor
    Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.

    #gamedev #godot #roguelike #rougelight

  36. 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

  37. 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

  38. 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

  39. 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

  40. 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

  41. 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

  42. 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

  43. 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

  44. 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

  45. 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

  46. 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?

    #godot #gamedev #rpg #roguelike #gdscript #rougelight

  47. 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

  48. 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.

    #gamedev #rpg #godot #roguelike #gdscript #rougelight

  49. 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

  50. 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