Progress Slowing Down


Two weeks have gone by already and there is only little I can write about.

The script for the next youtube devlog is ready, but it's so short I don't know if I should record it tomorrow or add next week's progress to it to make a lengthier episode. Not that I have lost ambition, maybe just a little drive, this week but mostly because of work and side (g*dd*mnit!!) projects.

I did a 3 hour gamejam challenge on the Vimlark discord channel and I've started work on a Christmas themed tower defense prototype. That last one will either die soon or I will have more strict rules about when and how long I'll allow myself to work on it.

But what did I do these past two weeks then?
Well, I've added *death* to my game! You saw the status bars in the last update. Mental health, strength, food, hydration and physical health. Now if you get low on any of them, your physical health will start to decline and when it reaches 0.... You die now. Not hard to implement, not novel... But a first big step to being a game -> a fail state!

And since I've finished the first version of the inventory, I could start adding objects and items to the gameworld that the player can collect. So I've added sticks, stones and coconuts. These will be the basics for the first crafting we'll be doing shortly, and the coconut is our first consumable. Now, for the crafting I want to use a crafting station, but the consumables should be consumable from the inventory and later even the quick-access-slots. So I needed a way to interact with them. Left click to open an interaction menu and  choose your action felt like an intuitive way  to achieve this and so I've added that functionality too.

Just made sure that the quick-access-slots showed the right amount as in the inventory and that was enough for me to make another build. Let's share and test!

After that I've fixed the inventory and quick-access-slots to update when we did an action in the interaction menu (oops). Small bug, quick fix!

I wanted to add something small too, as it was still early that day, so I threw in the first dialog. It was pretty simple to make a dialog scene in Godot. Writing some simple functions to handle single messages and longer conversations. It's basic but I've had it in pretty quickly.

Next build, number 023 with the quick fix and dialog went up on the discord and to friends.
Voila, pretty productive!

That was the last addition I made this week though. Like I said; work & stuff.
But ready to get to it next week! I'd *like* to set up the basics of a questing system so the first npc with a dialog can give you a small task. Might involve a "gather items" quest... might involve crafting... We'll see how far I come.

The bigger plan is to have a playable version of the "tutorial island" by the end of the year. Nothing final, but at least playable and enjoyable.


Thanks for reading!
If you'd like to try it out, just download the newest build here on itch or join the discord where they are released the minute they are built!

Files

Uninhabited_Build022_Consumable_Inventory2.zip 13 MB
Dec 09, 2020
Uninhabited_Build023_DialogBasics.zip 13 MB
Dec 09, 2020

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