Hawk Hill Manor
Suppliers take Goods to Manufacturers.
BUT I haven't nailed down the logic - they check who needs stuff, go to the Warehouse, pick up what they can, and then go to *all* of the NeedyHuts, whether they picked up Goods for them or not!
I think it will take a lot more Logic to solve. More frequent checking/rechecking.
Still need Logs? Did I pick up Logs? Do I still have Logs?

#gamedev #godot #roguelike #gdscript #rougelight

Hawk Hill Manor
Bit more of a tweak for Haulers.
As they do their rounds, collecting Goods, if they visit a Hut and have some Goods that Hut can use, they drop them off, rather than taking it all to the Warehouse!
"Hi Mr Sawmill! Any Planks I can take?"
"Sure. As you're here, have you been to the Lumberjack?"
"Yes, I've a Cart full of Logs!"
"Can I have some please?"
"I'll drop them off at the Warehouse at the end of the day!"
"oh..."

#gamedev #godot #roguelike #gdscript #rougelight

Hawk Hill Manor
Most things are trundling along.
Basic Science structure in place, but very bare-bones.
No Canal system yet.
A few massive refactors needed.

#gamedev #godot #roguelike #gdscript #rougelight

I started making a test scene and ended up making artsy noise. GDScript never fails to give me some joy.

Edit: I crushed that video compression because I didn't want to send grossly big video files to my instance but it might have been too compressed, sorry for that.

#gdscript

Ieri ho avuto una "mezza" discussione su gdscript e la mancanza di supporto per dichiarare il tipo dei "sotto elementi" nei dizionari ("Dictionary[String, Array[String]]" non si può fare), devi usare un workaround.
L'ultima risposta è stata "And the point is that there's no obligation for the language to handle it for you.".
Oggi trovo su Mastodon un post di un tizio che, per la "fragilità" di gdscript, sta convertendo tutto in godot-rust.
E mi è venuto di ridere.

#godot #gdscript

Made a little #gdscript for #godot that allows you to input a node name, recursively search that remote tree and print it in the log. Has disable option. Free #opensource GPLv3. Please share with your #gamedev and #indiedev friends! #madewithgodot

https://gripfastistech.com/index.php/119-gdscript-tools-print-instanced-node-tree.html

GDScript Tools: Print Instanced Node Tree

Find the node your looking for and print the remote tree!

Grip Fast Information Services & Technology

Hawk Hill Manor
Found out why Manufacturing was so slow:
Haulers, who empty buildings of Finished Goods, were checking if their *own building* was a manufacturer, rather than their Target! So didn't recognise not to pick up raw Goods!
Hauler: "I'm not a Manufacturer, so you don't need these Logs!"
Saw Mill: "I'm a Sawmill!"
Hauler: "I'll take those useless Logs off you, in case someone else needs them"
Saw Mill: *Goes to warehouse to collect Logs... again!*

#gamedev #gdscript #godot #roguelike

Hawk Hill Manor
To avoid doing the Canal, which I was doing to avoid Research, I am tinkering with how Citizens arrive.
Initially, Citizens just appeared at the Station every few minutes (if there was House/Hotel room)
I changed it so the Train collects 1 Citizen per trip.
Now I'm thinking (to make Hotels more relevant) that the Train will bring enough Citizens to fill Hotel rooms. This puts a cap on how many Citizens arrive at once (build more Hotels!)

#gamedev #godot #roguelike #gdscript

Hawk Hill Manor
Well, I have a Water and a Boat and a Jetty!
Need to Shader the water.
Then mash all the logic for train, barge, imports/exports, citizens, etc.
Not sure how I'll do it yet. Probably move all Goods onto Canal

#gamedev #godot #roguelike #gdscript #rougelight

Hawk Hill Manor
Getting a bit muddled with the Research system, so might have a think about what to do with the Canal.
Currently the Import/Export of Goods is done by Train, and Citizens randomly arrive at the Station (irrespective of Train travel).
I'm currently thinking to only have Citizens travel by Train, Goods by Canal.
Or maybe have "Emergency" Goods on the Train (faster, but more expensive)

Or something else...

#gamedev #godot #roguelike #gdscript #rougelight