Day 3
- Tools can interact with tiles now
- Some background work on the building UI
- Grid Items are added when new Tool Instance is created
- So I can add as much tools as I want and put it in the Shop or Shack π
- Still not quiet happy with my implementation but I will figure something out π
- Added more tools
- Added Shop Building
- Added Seed / Fruits
Day 4
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Added time and a day / night cycle!
- With this great video:
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Crops are growing now based on this global day and night cycle
- now I have to build the interaction to actually plant something
- also Iβm building a tile map that allows to plant seed in the editor
Day 5
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Confused - stumbled through the mess of code I created so far
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Struggled a lot with structuring my nodes and corresponding code
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After some time I manged to add the money system to buy stuff from the store:
- And I finally got the plants to change there texture after they reached a new grow stage
- Next is letting the player actually plant plants π
Day 6
- Didnβt managed to do anything on the game
- But went on a nice bike tour π
Day 7
- Implemented the planting on mouse click
- So you can now buy seed in the shop
- Select them in the shack
- Click on an empty dirt tile
- And a new Plant will grow there
Day 8
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I managed to make it quite easy to add new tools and plants
- There is still some redundancy that I have to get ritt of I donβt think its necessary to ad the tools in the tool node and to the Items in the Store Node
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Got my head around parent and inherited scenes
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So I currently have a Plant Scene that holds all the default data
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for example the seed stage texture is currently the same for all
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Then I inherit a grass scene from it and select all the grass textures modify the days for the different grow stages
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and at that one to the PlantLayer tile map
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I also have a building scene that is used to get the basic UI for the shack and store working
- Iβm not really happy with how this is setup, because it is a bit of a signal mess - but it works πΆ for now.
- I should have realized earlier that Iβm actually building an inventory system π
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So the steps to add a tool currently are:
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Create some beautiful temp art in Aseprite
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Duplicate a tool node
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Change name / texture / location
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Duplicate a item node under Store
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Change name / item name / type / item ref / amount / price Thatβs enough to be able to buy the tool and select it in the shack
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I add the functionality for what ever the tool is
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So to finish the first MVP ( actually more a prototype ) I only have left
- Selling the fruits
But to do that I first have to implement the harvesting, so that is the plan for the rest of Day 8
End of the day now
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Scissors are now able to harvest fully grown plants
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For that I rewrote some of the Plant Scene to be more flexible with how many grow stages a plant can have
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The day count and the textures are now an Array
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I keep track of the current_stage index so I can just check if the plant is on the last index of the array before harvesting
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One issue I know have is that I donβt instance a plant for every grass tile I added on the GroundLayer - but that is something i fix tomorrow π
Day 9
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I fixed the non existing plants on grass tiles
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Just added this little function the the GroundLayer
It just loops through and checks if the tile is long grass - If so it instances grass on the PlantLayer with the grow stage 4 π
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After that I implemented the the selling of the fruits from the shack
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So Iβm done with all the basicβs I had plant to add at the beginning π
- Garden with weeds and dead plants add the beginning β
- Remove weeds / dead plants β
- inventory system for buildings β
- maw the lawn β
- Add new fields β
- Buy Seeds β
- Plant new plants β
- Harvest fruits β
- Sell them β
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But there is still some important bits missing
- Watering π§
- Plant / Garden health β€
- parasites
- fertilizer
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Not sure -but I think I leave this for later and concentrate on polishing what I have now