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    • Switching the adventures over from the old system to catalogs was fast and basically painless. There is still more to be done to make adventures less poor to work with. I've split the adventures out from the auto adventures that kitties can start up. I may even split out the adventure handler to be one for regular adventures and one for Moosecat auto adventures. I figure the UI can just read both to populate things. There was no real reason to put them together. This is a mistake I won't make again, until I do. At any rate, I'm going to reward myself for a long work week of Moosecats and actual work. Time to play some kind of game, not sure what yet.
    • Alrighty! Spawning is now gangbusters! I really like where it is. So I think the next thing we need to refactor is the needs system for the Moosecats. There is "something" about it that I'm not liking. It is too easy to get a mismatch with data. This might be from my old bugs that caused it but fundamentally I don't like the issue. So tonight I'm going to ruminate on a solution and hopefully tomorrow we can implement it!
    • Alright, well, that IS less than ideal. I've moved our spawn request logic into a state action. Because it honestly makes more sense for it to live there than it would on a particular gameobject. The plan is pretty simple, anything, anywhere, can request items from the spawn system and then they can choose to position those spawned assets anywhere they need and do anything extra to them after the fact. Unfortunately I need to fix a few things tomorrow. The first is that the positional data is wack, clearly a few problems here: 1) They are all spawning in a thin line. 2) They are all spawning under the nav mesh (woops). Otherwise though, if you ignore these two game breaking issues it is basically perfect! So, given how heavy my eyes are at the moment, I am going to do just that.
    • Sneaking in real late tonight! Just finished the Fallout series (season 1) and it was incredible. Absolutely soul crushing at times, anxiety riddling at others, and all around just filled top to bottom with misery. I couldn't do that kind of show all the time but it made me feel things and all around I'm happy that it exists. What an exceptional example of truly talented people pulling off something incredible. As for my own work, the spawner is refactored! It is much more powerful than the prior version and now it isn't limited by a single type of item. Now *any* item can be spawned as long as I have the ID for it. They'll be spawned enabled or disabled as needed, pull from the pool as needed, and just all around I'm pleased as punch. I forget what I said I need to resolve besides the spawner in our prior post. I'll check it tomorrow and get started on that. But overall, what a day.
    • I know for some folks this is the most miserable part of coding. You hit a golden point in your work and realize certain systems are unsustainable. As you get better these become less common but I do think there is merit in trying things then iterating on them to get the perfect outcome for you. We are nearly done with the refactoring of cataloging and spawning. I'm very excited as these are pivotal systems for the future of the game. I'm on a phone at the moment because we watched Fallout late into the evening but tomorrow o don't have a workout. That gives me plenty of time to go over it in more detail and maybe include some visual aids!
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