Hawk Hill Manor
Given up on refactoring to Components. I just can't see how to make it work, or what benefits it will have.
I've looked at moving some Logic out of State Machine, which is probably a good idea, but might bloat other areas.

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Hawk Hill Manor
Still thinking about how to do Composition.
Do I add a BuildingFunction Node to each BuildingObject, and export all the Gatherer/Planter/Manufacturer code there?
Or do I need Gatherer Node, Planter Node, etc? Won't I need to duplicate code doing this?
Or am I approaching it wrong?

Still so muddled.

If anyone knows of explanations (that do NOT mention movement, or Hit/Hurt Boxes!), please do be saying!

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Hawk Hill Manor
Write a game, they said. It'll be fun, they said
I'm staring at my screen, with literally *zero* idea of how to refactor my Buildings/Workers code to be more Composition, and less Monolithic all-in-one-script.
If anyone can point me at "how to do Composition, that isn't Health/Hit-Box/input/Movement" , I would very much appreciate it.
I *could* just keep on as-is, but it's resembling Italian food more and more.

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Games That Are Like Rogue:
TickTackToe
Heroes of Might and Magic
Elite
Tony Hawk's Pro Skater (1-3)
Q*Bert
The Last Of Us (Part 2)
Beer Pong
Alan Wake

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Hawk Hill Manor
Help pls?
I don't know why, but "Composition" is sliding off my tiny brain.
I'm trying to create lots of different buildings, that follow a general set of rules, but also do lots of different things
Currently, the BuildingObject script holds everything, and I filter as needed.
But I should be able to add Nodes? e.g. a Farm should have Planter(WheatSeed) Node and a Gather(Wheat) Node? A lumberjack has a Gather(Tree) Node?

Can anyone help?

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Hawk Hill Manor
just having a think about the politics/economics of Hawk Hill Model Town
Money is only used to interact with the "Outside World", for Imports and Exports
Internally, "From each according to his ability, to each according to his needs"
Everything is provided, or made, and everyone is supplied as necessary.
I do want to build a "Happiness" system, which will require new Buildings (e.g. Tavern, Sports Stadium, etc)

Lots of work...

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Hawk Hill Manor
OK, I need to do some serious thinking over how to build things.
I've got the basic systems working, and a rough idea of the main Themes.
But currently, it's a plain City Builder. Lumberjacks, Farms, Mines.
I think I need to concentrate more on the Scavengers side of things- rebuilding a failed settlement, recovering things from the Ruins, as well as Research.

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Hawk Hill Manor
Bit of a test run. Most things seem to be working.
Timings, ratios and balancing need a lot of work.
Research is paused for now.

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Hawk Hill Manor
Two steps forward, one giant leap backwards...
If one were to accidentally destroy a House, the occupants become confused, and although I have some "re-home" code, it doesn't work fully.
This is partly avoided by trying not to forget what mode one is in. New task: Custom Cursors...

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Hawk Hill Manor
Progress
Red Foundations: Cannot Build Here!
Green Foundations: Can Build

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