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Mimi Momo 3 years ago
parent ce0ffd0fdc
commit b7e61cc3bd

@ -7,10 +7,53 @@ january 1, 2021<br>
<ul>
<li>My family's hosting Christmas this year. My in-laws are visiting next week, so I compressed all the random packing boxes and did my best attempt at decorating last week. Maybe we can take advantage of post-Christmas sales and do better next yet. </li>
<li>This week, I'm going to do a mean job of sweeping and sanitizing all the surfaces. </li>
<li>They've still not decided if they'll be spending Christmas with us or in a different town, and how long they're visiting for. Going with the flow is fine, but I'd be a way more entertaining host if I knew how many meals and nights of activities to plan lol. </li>
<li>I'll do my best, and it will turn out fine. ;-; </li>
<li>For fun, I can take them to the lake, rent some movies, and obviously show them our new house and neighborhood. For food, everything needs to be gluten and milk-free. It'd be easiest for me to have basic breakfast foods like egg, bacon, corn tortilla, and whatever the girls' favorite cereal is, then cook ground beef and maybe hams. I miss chicken, but that's only been in stock a few times the past 2 years, but I can dream. I like egg-based dishes, but they usually require milk. I'm thinking we can eat at the park near my house since I don't have enough chairs for everyone.
<li>They've still not decided if they'll be spending Christmas with us or in a different town, and how long they're visiting for. Going with the flow is fine, but I'd be a way more entertaining host if I knew how many meals and nights of activities to plan lol. I want them to like me. ;-;</li>
<li>For the rest, I didn't keep up with daily journaling, so...judging from my git log... </li>
</ul>
<h3>friday, december 10 </h3>
<ul>
<li>The inspect menu now opens at the cursor's location. Apparently I'm not the only one struggling with PopupMenus getting trapped at origin. I think the solution is to set the rect_global_position <em>after</em> calling popup(). </li>
<li>I can't find UI stuff, so I restructured the folders. Also, I added a functional pick up from floor items' inspect menu. </li>
</ul>
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<h3>saturday, december 11 </h3>
<ul>
<li>Struggling with xp bar...The UI element apparently never updates. </li>
</ul>
<h3>sunday, december 19 </h3>
<ul>
<li>Updating skill generator tool (Python3) to match latest version of the skill script. ID is now a color, skill keyword input uses dictionary keys instead of direct values. Now values can be dynamic, and their changes can be reflected in skill descriptions. </li>
</ul>
<h3>monday, december 20 </h3>
<ul>
<li>Added Took Damage and Died events. Dying stops working unexpectedly all the time, so applying death to characters externally through events is more manageable. </li>
</ul>
<h3>wednesday, december 22 </h3>
<ul>
<li>XP works, isn't earned 4 times (what was up with that?), and the xp bar and level label are accurate. </li>
</ul>
<h3>thursday, december 23 </h3>
<ul>
<li>Adding the projectile keyword to the skillmaker script. Initially, I plan for projectile keywords to contain another keyword (as in, a projectile that carries a damage keyword to target then applies it to target). </li>
<li>Instead, projectiles are going to use a skill upon arrival, so they only need a reference to what skill they will use. This way, I don't have to add support for recursion to my skillmaker tool. </li>
</ul>
<h3>tuesday, december 28 </h3>
<ul>
<li>Projectiles and characters have some overlap, but the current object layers for entities have all the wrong data and logic at the base. I listed out the different categories for entities in my game (character, projectile, item, activators, etc) and plan better layers. Bodies get corresponding layers as well. </li>
</ul>
<h3>wednesday, december 29 </h3>
<ul>
<li>Changed all prints to print_debugs with a console command. So tired of hunting for their location. </li>
<li>The character is actively taking user input during character creation, so weird stuff happens when I try to name her. Now I'm doling out ignore_input through events, too. </li>
</ul>
<h3>thursday, december 30 </h3>
<ul>
<li>Implementing the Gun skill to test projectiles. Projectiles are now going to share move_to_destination code with the character's pathfinding/click-to-move code. </li>
</ul>
<h3>friday, december 31 </h3>
<ul>
<li>Still working on projectiles. </li>
</ul>
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Last Updated October 29, 2021 <br>
Last Updated January 10, 2021 <br>
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@ -0,0 +1,39 @@
<!--220101,220301-->
<h1>january 2022: finally a break </h1>
february 1, 2022<br>
#diary <br>
<br>
<h3>saturday, january 1 </h3>
<ul>
<li>I'm finally caught up! It feels like I've been going nonstop for months, with househunting, moving, making a new wardrobe, meeting my guildies, getting the house together for Christmas, hosting for my husband's family, meeting end-of-the-year deadlines,...then nothing! I want to get the house not just presentable but cute and comfortable and get a demo out for my game. </li>
<li>For New Year's Eve, we watched an anime stream with guildies. When the neighbors started shooting fireworks, I asked my husband to go on a walk together around the lake. We went to the bridge, which was a little sentimental since one of the first New Years I celebrated was in RuneScape on the Keldagrim bridge with some random passerby. At least, it was nice until my husband spotted an alligator. It was just his head sticking out of the water, gliding along beside us. When we spotted him, he dived. It was pretty freaky. Judging from the size of his head, he was twice my size. A handler at an alligator reserve told me they are usually pretty slow on land (especially during winter), so I took my bet with running the entire way back to my neighborhood. Looking it up online, though, it says they can easily outrun a human. Aaaahhhhhhhhhhh! <li>
<li>A week later, everyone in my family and my husband's family tested positive for COVID except for us. I feel so bad. We've been using COVID fear as an excuse to avoid family gatherings, but they heard none of it this year. There are vulnerable people on both sides and not everyone's vaccinated. My family thinks they caught it from work, and his side thinks they caught it from traveling. Everyone came down with it at the same time after the get-together, though, so...it was our get-together, wasn't it? Dang. </li>
</ul>
<h3>wednesday, january 5 </h3>
<ul>
<li>Colored new sprites, portraits, and threw together a mockup for the second or third demo's level, whichever one will have a simple branching story event. It'll be much cooler than the first proof-of-concept, vertical slice demo. I want to finish this one and move on already. Also messed with interact code, so you can't talk to Chloe after she dies. </li>
<li>Watched The Weekenders while I did that. People have a lot of nostalgia for a lot of cartoons, but it's never for the ones I liked. Isn't everything like that? It holds up okay. Cute show, and I like their willingness to put two random characters together and show how they interact. </li>
</ul>
<br>
<h3>friday, january 7 </h3>
<ul>
<li>There's a moved handler per entity. I only need one. I moved it to the MessageBus for now. </li>
<li>Projectiles move to target and use their skill now. Whew. </li>
</ul>
<h3>saturday, january 8 </h3>
<ul>
<li>The projectile won't free itself. My husband suggested it should use a 'Banish' skill on itself. Worked like a charm! </li>
</ul>
<h3>sunday, january 9 </h3>
<ul>
<li>Now I want the projectile to apply a status effect. </li>
<li>Bleeding is freed before it can have any effect because the skill frees too quickly. Instead, the status effect is added to the victim's tree instead of the skill's tree. </li>
<li>Bleeding doesn't really do much since the character's passive regeneration outpaces it. I start reworking regeneration so it slows during combat, accelerates to max rate, and can drain instead of heal. This also involves adding the concept of hostility. </li>
</ul>
<h3>monday, january 10 </h3>
<ul>
<li> </li>
</ul>
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Last Updated January 10, 2021 <br>
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