Coding Nerd Shi- Stuff


So, some of you wanted to know the nerdy stuff? Here's some super brief stuff I can write up to tell you what's changed since most of it, you'll probably never notice in game. I won't go super deep into the details because I just don't think many people are interested in this, but if you are ohoho boy, I can send a few paragraphs from my todone list.


Phase 1: Project Structure and Core Data Planning

Worked through where major systems should live, like what belongs in autoloads, GD scripts, resources, and JSON/data files.
Reason: this is the foundation that keeps the project organized so later systems do not become tangled or hard to maintain. Most of this was cluttered and in total disarray. It's now organized, neat, and even colour coded.

Phase 2: Time Framework and Supporting Systems

Moved into building the time framework that supports the day and night cycle and other world-based features. This included making sure the game had a proper time backbone before layering more features on top.
Reason: Time is for NPC schedules, farming, events, lighting, shops, and seasonal progression. It's also for the time magic that I WILL BE ADDING. How fun would it be to be able to turn back time and undo decisions?? I dream of that in games. Like, you say the wrong thing, or forget a birthday, or just want to do something just to find out what this option in dialogue might do! What if you COULD do that and then just go back one in game hour and undo it??? A save system to create a point of return in time so you can go back to that point in time later in case you do something wrong rather than have to do the entire day over?? How interesting, right?? Though it's going to require some balance. Okay, I'ma stop spoiling things.

Phase 3: Day/Night Finalization

Finished the time manager and perfected the day/night cycle to make sure the cycle logic was stable and safe. Still need to fix lights and figure out if I want them to cut on like a switch or slowly fade in.
Reason: Day and night will fade in and out, so I want to make sure this part is perfect. This is a game that you don't have to pass out at a certain time, you just get a penalty and keep going. No rushing out of the mines in fear of passing out! That penalty stacks, by the way!

Phase 4: Damage Formula Planning

worked out the core combat damage structure: unarmed uses base Strength, weapons use Strength + weapon damage+buffs, spells use Magic + spell damage+buffs, and potions are multipliers instead of flat additions. 
Reason: this SHOULD give combat a scalable foundation so stats, gear, spells, and buffs all grow cleanly into later game content. This means late game can be interesting because you won't just one shot old enemies. There's also playing around with the idea of making a difficulty where enemies are always at least the same level as the player. Do you prefer everything put up some kind of fight or do you like to just swipe at the low level flies after you grind your brains out killing slimes for 300 years?

Phase 4.1: Enemy Systems RODO

Decided this is the right time to restructure a true base enemy script for inheritance.
Reason: a shared enemy base will make future enemy creation much faster, cleaner, and less error-prone. Now instead of making each one by one, I can just pop those shits out and customize their stats using a template. I dislike games with only a few different enemies, so, we're planning on a huge variety of enemies to encounter. Different resistances too! 

Phase 4.2: Data Structure Decisions

Reorganized scripts, JSON, and autoload-style systems for future features. 
Reason: This was such a pain. However, it prevents the project from turning messy later when NPCs, schedules, dialogue, quests, and combat all expand. We ARE planning 70+ NPC's after all... Multiply that times the 100+ dialogue sets each, plus 10+ quests each. Oh yeah, it's all coming together.

Next: Phase 5

Reaching Phase 5 is the reason we're looking at putting out a new Demo since it's finally getting into the things that you'll be able to see and enjoy rather than just the structure I've been whipping up in the background. Quests, enemies, dodge mechanics, spellcasting, etc. are all *hopefully* going to be up in the next Demo.

5.1: Enemy architecture, player attacks, equipping weapons, spell damage and hit detection. (This is mostly just a check on things already done)
5.2: NPC spawning, sleeping and next day transitions, weather, crops, friendship and gifting, and quests.

Til, Next year...
Kidding. Plan is to have a new Demo by April-May. Something you can really sink into a little, like a fishing minigame that doesn't suck.

Anyways, thanks for being patient! We're just a couple of students trying to work full time jobs, living in questionable areas while trying to reach for a better life and make a fun game at the same time! 

Cheers,

iFox

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