Maybe I'm getting too dependent on the Observer Pattern/Event Bus.
Any time I need something to happen, I send the Signal:
"SignalManager! Ring out the bells! The UI has been Clicked!"
And somewhere deep in the App, someone hears.
A function awakens.
Methods activate.
A signal returns! "We hear your call! We have updated the Data!"
"We hear you! The Display shall reflect your Transformation!"

"The Signals are lit!"
"And Functions shall answer!"

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Ruby Radiance:
Well, the damn thing works, so i have to make a decision over which part to work on next! :(
I think I'll focus on Items - I need to refactor the way Types of item work - the Tutorial had separate inherited Item Types, but I think I might just have Items, and put a Category variable. And maybe an Effects array, that calls some other script...

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Ruby Radiance
Inventory working, with Chest, Items, Equipment, Consumables...
Need to swap out all the Art.

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Well, I seem to have done the requisite amount of swearing and throwing things! (with a little help from the kind people here), and most of my Code seems to do as it should!
Next is either build out the Items lists, detail Town, or add better UI.

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Well that's me all confuzzled with Git. Again.

Commit changes
Make more changes
Open Kraken
YOU ARE DETACHED HEAD!! Proceed no further! make NEW Branch to preserve Changes! Bad Coder! No Cookie!
Commit changes
All looks well.

Am I good? What's going on?

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Slowly rebuilding my old Code. Got completely lost trying to change the "Shop" scene, and couldn't figure where it was getting its Inventory items from - Town scene was procedurally generating them! That doesn't seem right!
Code moved to Shop scene.
So much code to tidy up!

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Bah! Can't figure out how to mash Inventory Tutorial into my Code :(
Have gone back to a version I made a couple of years ago, that has simpler architecture.
I don't seem to understand how all this works.

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Ruby Radiance
Progress:
Basic Inventory seems to work. Took a couple of Nasty Hacks to convert the tutorial code, but we're getting somewhere.
Still lots to do.

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Ruby Radiance
Godot
Progress: Shop Scene can be added to TownScence. Export "type", which is shown above door. Area3d notices Player and... nothing yet! Probably "Press 'E' to Interact", and show a Buy screen.
This will need an Inventory system. How complex? Yes! Might re-use DevLogLogan's version.
Two things: What items to include, and how to Code them.
I'm thinking "Victoriana Ghostpunk" (Blades in the Dark)
Advices Welcome

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More Godot advice needed for Game_That_is_Like_Rogue:
How to store Data?
Unchanging lists to call from, such as Room Types, Loot Tables, Monsters, etc.
Global DataManager, holding Resources, that LootMaker and MonsterMaker etc can call on?

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