Raine
@Raine

Oh YEEEAAAAAAAAAAUhhhhhhhhhhhhhhhhhhh

Today was a day for constraints. Lots of the stuff I've been doing up to now was a little too placeholdery for my liking, and I want to make sure the foundation stays beefy so I can build on it rapidly and safely(ish). I'm a designer that codes, I am not a programmer.

snippity snap

Buildings now "snap" to the center of the empty plot when placed, no matter where on the plot the player clicked. This was going to drive me, personally, insane forever. It had to be done.

occupied

Buildings now also understand when a plot is not empty, and can no longer stack on top of each other infinitely. Goodbye, Solitaire, you were too good for this world.

big deal shit

Most importantly, objects are now instantiated based on the data of the clicked button rather than direct references to every individual thing. While tiny in practice, this is really really exciting. I can get away from the codebase from here and quickly made prefabs + buttons, and the game will take care of the rest. This unlocks the ability for me to go hog wild on menu implementation and placeholder buttons to place buildings all willy-nilly.

Real game shit, you know.


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