DEVLOG 2023-12-02
This week have seen slow progress as I recover from some minor health problems, nothing to worry about but prevented me to have any focus for several days.
When I could, I focused on the architecture of how to make the C++ side of the project would “drive” the “view” side in Godot related code. I’m going back and forth with the details and approaches as this is quite a difficult and complicated problem to solve, with a balance of simplicity vs flexibilty to make reasonably … balanced. Keep in mind that the goal is to have the C++ code tell the view-side what to do but not in too much details, just enough that changing the view implementation is not a major roadblock (although doing so would still mean major halt in progress, that’s inevitable). I’m not yet done with this but I think I have figured out a general approach but I still need to finish experimenting with it to be sure, maybe I’ll talk about that next week.
Few days ago Godot 4.2 was finally released, which provides the very-welcome hot-reloading system for GDExtensions on which I rely (I’ve used self-built and alpha/beta versions for months now to be able to play with it and help debug it). I did the work to upgrade the whole project (including my build2
package of godot-cpp
) to use v4.2 . So far no problem except one potential bug I’m discussing with the GDExtension implementers, which I’ll probably have to help fix myself (something related to inheritance in C++). That bug is not blockign my progress as I found a workaround almost immediately, so no worries on that side.
I also did some attempt to have some scripts automatically install Godot in the project, but that didnt go well for some obscure reason and it’s a “warm-up” task so I didnt bother going far with that. It would be nice for it to work because that would allow me to add some tooling commands (using build2
) that would know which Godot binary to use exactly.
As for the spatial structure of the game, a general strategy is taking shape (mostly ECS-like, as discussed before), although I coudlnt progress on the actual code this week but that’s the focus I will take as soon as I’m done making sure the previous points are done.
MEGASTRUCTURES
Post-cyberpunk roguelike - Play a transhuman exploring gigantic megastructures
Status | Prototype |
Author | Klaim |
Genre | Role Playing, Survival |
Tags | Cyberpunk, lone-survivor, Post-apocalyptic, post-cyberpunk, Roguelike, Roguelite, Singleplayer, Turn-based, Turn-Based Combat |
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