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    • 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!
    • An interface is a promise between scripts. In theory these cannot actually implement functionality. I say should not because I've found a gap in C# where you can implement functionality in your interfaces. I actually think this is a bad idea. But it is also a really interesting one. Perhaps we will start a coding guide section and I'll put how I did it in there. I still suggest you don't do it, as you can't breakpoint, but the fact that it works is fascinating!
    • I am pretty sure I skipped a day lol... Anyways, I've come to the conclusion that I need to change up my development schedule. I'm noticing that on the weekends I'm usually pretty burned out. Between work and working out, I just don't have much left in the tank. This actually isn't the fault of this project, I really enjoy working on it. But I need the energy to do so. We are still going to have daily updates. Perhaps I'll take some time on Weekends to update documentation. Or if I'm feeling energetic get some coding done. But I don't want to stress or strain myself and ultimately get little to nothing done. This all said, today while we did take a very long bike ride, and I am physically and mentally drained, made some good progress on the game! Our GUID updating system now should properly not update anything beyond the first time. So if we clone items they'll be updated properly, and when we load for the first time we won't nuke anything that already had been updated. I've fixed the bed item as well. It had some issues with navigation that are now resolved. Finally, the adventures themselves are moving along at a good clip. I was hitting a lot of bugs today, and putting them down just as fast. As I was updated the code I was also updating the PUML you saw yesterday. So overall I'm quite happy. With that all said, I'm now going to relax for a bit and play something. Help refresh my mind and body and we'll see what tomorrow brings.
    • Today was one part updating Unity because of a bug with the specific version I had, and another part UML documentation! It is nowhere near done but I'm writing up docs on the adventure system so that I can more easily integrate new features into them. As you can see we don't have a lot, but this is the beginnings of it. Adding commentary to every function and attribute so that I can better keep things in line.   Cause I'll tell you, this brain of mine struggles sometimes. Especially when we haven't touched something in a bit. And in the case of Adventures we made it a bit ago and then came back to it with a needed overhaul. I should have all this finished tomorrow though so I'm not too vexed. Then after I write this up I can think about what I'm missing.   But per usual, the real life Moose is heckling me and telling me to get to bed. So I suppose I better do so.
    • I believe we will need to clean up the Adventure system in the future but for now it is in a pretty good place.   What we do for cats added by themselves is as follows. Has any cat run this kind of adventure yet? If no, add this kind of adventure to our unlocked collection. We do this so it can be saved and loaded.   Next we ask if there is an empty team slot on the adventure. If yes, we add this cat to it and start it, huzzah. If no, we create a new slot and add it. Then we raise the send cat on adventure.   This allows us to effectively cache slots for these adventures. Which does make me realize I should probably standardize this logic and add dedicated calls to do so.   Overall though looking good!
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