Devlog 14: uuuh a lot of time
I'm so sorry! I forgot to update here! My excuses:
So, I've finished the exams. All of them... I have an okay feeling. And this means that I have time for Greg again! Wonderful. Though I did chip away here and there even during the exams season... Just forgot to update here. But I'm back now. Repeating myself. So let's see what I've done...
I've been enjoying writing changelog-ish things lately. Do you mind if I indulge?
- finished the fishing minigame
- it has music
- it has sea mines
- it has monetary and experience rewards
- it has an overworld place and npc associated with it
- area beyond the lakeside
- featuring nature and an unfinished bossfight
- also hopefully a cool cutscene
- explosions
- chemistry
- I don't know what came over me
- it's an unfinished scene with "chemistry" "simulation"
- that means bouncing colourful balls
- this took a long time and I don't even know how to make it into actual gameplay
- new items, need to implement ways to obtain them
- burning effect in battles that can damage actors
- equipped spirits and their names are now visible in battle
- chasing npcs are better at chasing somewhat
- cat enemies
- greenhouses take longer to regrow
- Bike Ghost has behaviour for when you are overleveled when fighting it
- I commented the code a lot (not that I expect people to look at it)
- some more debugging tools
- I no longer use an @export_multiline string for spirit and character and such names.
- notable bugfixes:
- you cannot start multiple biking games at once anymore
- defeated characters are stored in the format "char_name:number" now
- defeated characters are stored in the format {"char_name": number} now
- biking game now shows you that you enter it at the health level you have in the overworld
- beforehand it displayed your half health or whatever as full health
- so if you took damage it looked like you took way too much
- you now get a message if you didn't receive any rewards after a minigame
... and more stuff that I didn't write here. Thank good for github commit logs! Without them I wouldn't've been able to write this.
But, generally: things are looking good for Greg progress and such. Joyous days inbound. I have also wasted most of my bandwidth for this month so I have nothing else to do other than sit offline and work on Greg, so, uih. That might have something to do with it.
But! Feels good to "be back" on the site. Yeah. Hi. See you next week hopefully.
Goodbye.