Gah, I should really remember not to suggest that I might get sick. On the other hand I should also not eat an entire packed of microwaved sausage rolls by myself...
Regardless I want to thank everyone for their well wishes about my first anniversary! As usual your responses have been wonderful!
So for this weeks content, I spent a bunch of time working on systems but was just in general pretty exhausted due to tummy aches. Even now I feel a little feint. Pretty sure I'll be fine with a solid days rest tomorrow though. As I say, I did this to myself.
Yeah those systems, there are two new events that can happen over saturday dinner, although they are mutually exclusive, one requires some mood and one requires carla corruption. Beyond that I also did Haily's Bio and redid Alex's C4 forest scene. Didn't quite get around to her sex stuff in the forest but I plan on being in much better condition for next week so I should be able to knock that all out.
Anyway feels like it's a bit light on the content but it's just one of those weeks where you have to do a bunch of stuff that doesn't necessarily show.
Story time this week is about the difference between hard coding and dynamic coding. A while back I mentioned how I stripped out a few thousands of lines of code and replaced it with a 6 line function. 90% of the time in game dev this is really what you want to do, it allows you to do repetitive tasks easy and fast and even better, makes adding in new stuff to that happen automatically instead of having to go around to half a dozen places and make sure it doesn't forget about this new thing.
Of course, these systems take time to build, they are more complicated than just hard coding a few lines of code. If you never have to touch something again then hard coding stuff is probably fine. If you automate every little thing then chances are you will lose a huge amount of time doing it. It can be an art form determining where the line is of what you can lose time automating.
In this case I made a neat little system that handles which events are going to happen during a dinner. Some of them can be quite long so it handles a variable to make sure things don't get overloaded with a hugely long scene. It has to handle that one character doesn't get stuck in an event being referenced again later (particularly relevant to one scene I did). It's neat and works well and I remade it like 3 times so it would work properly... Maybe I should have just hard coded it... but at least I can copy paste that into the other dinner scenes and we can fill them up with a bunch of fun little microscenes.
The things that put in today were not microscenes though... Oh well, that's not a real bad thing.
Oh well, it's my bed time.
- Love Nunu