DevLog #6 - Tomatoes


The week in review!

Hello, hi, there, fellow farmers! Another week, another dev log progress report!

What happened?

Another bad week, mostly plagued due to my sickness (again), missing out basically more than half of the week. Luckily for the last couple of days of that week I got a bit done - so… let’s review!

Translations

Another translation update: the default “tr()” function of Godot doesn’t provide a way to pass in parameters to replace, so I wrote a wrapper in the global class feeding it the text ID and a dictionary of objects to replace like { “TOREPLACE”: “This is the text that is going to be replaced”}. Works fine enough and is flexible enough to provide multiple parameters without digging into “…” parameters (for now). And while I was at it, I also added a wrapper for the “[center]” stuff, or rather, for all BBCode in general. Most text in the game needs to be centered - but the translator shouldn’t have to give a curly poop about that. So we remove those from the translations and wrap all of that stuff into a wrap_bbcode() function. Turns out this is going to be some kind of self-explainatory exercise in “what is my code doing”. Basically I gotta have a Global.wrap_bbcode(“center”,Global.translate(“TEXTBOXHEADER”,{“HEADER”: “Inventory”})). More verbose, yes, but also far easier explained than having “[center]” + … + “[/center]” flying around everywhere. Imagine we need a special additional bbcode because the font is misaligned. Have fun fixing all of those without a central point to hack it into :D

Drag & Drop Quickselect Bar

By now, the quick select bar should be well known to l33t gam3rz everywhere. You put stuff in the slots and use them to quickly do stuff. Like grab a shovel with “3”, or grab your sword when you see the creeper… wait, wrong game. Anyways, this needed to be implemented, so I did it, but…

For some reason the selected items developed abandonment issues. But a quick debugging session later, it was all figured out and working as intended.

Quest Screen

The quest screen is pretty much finished, some more icons for special cases like “Starting new Quest” as an reward, or flags need their own icon, but aside from that the basic functionality is implemented.

Tomatoes

Oh yeah, and I finally got rid of the placeholder tomatoes that indicated empty inventory slots. –>

Future

This week we are basically trying to do the things I said I gonna tackle last week, that is to say, multidrops (implemented in boring TypeScript / JSON already), Buy/Sale/Shop and additional tiles!

Make sure to drop in next week to check out how much I did not do again, or got distracted by other tasks in the project!

– Join the Discord server over here - if you got any questions let us know. ;-)

Until next time, Chris

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