The past days have yielded
-Trees which also required some improvements to the saving and loading system since their destruction is pseudo persistant (they'll grow back)
-Chest a fancier way of having items within the world since just placing them on the floor looks kinda bad
And the bulk of the time has gone into making a node based "framedata" editor, which wasn't particularly hard after making the node based dialogue editor, but was quite time consuming since i basically have to cover every posibility for character attacks with nodes, compared to what was being done before were attacks were hard coded having a one off thing was as simple as writing it
By this point i feel like there is a pretty strong set of nodes since the benchmark was porting every attack already made by hardcoding into nodes, even then the system is easy to expand
Here is how the player 3 hit combo looks like in code

And here is how the player 3 hit combo looks like in nodes

(Don't bother zooming in the image is quite low res (it would have been a pain to stitch the graph together))
-The leftmost green top node is a global node that controls inputs that the player can do at any time that might change it's state, for example pressing the jump button to cancel an attack
The one underneath is just an obligatory "start" node that does nothing
-Black nodes control attack "steps" which are equivalent to the cases on the switch statement of the code version
-Blue nodes control animation
-Yellow nodes control the physics of the character
-Purple nodes get input and branch based on whether the input was done or not, in this case if you press the attack button you go to the next attack step, otherwise you go to the final node which is the character holstering the weapon
-Red nodes control hitbox activation and damage properties
(There a bunch more nodes that aren't used in this graph)
I could go into more detail but it is kinda pointless since nobody else will use this but the jist of it is that an equivalent of the code above can be achieved with nodes
The main reason for the editor is to make iteration faster, since the hard coded version requires recompilation which takes roughly 12 seconds per tweak or set of tweaks, with nodes the attack can be edited live it is also just straight up faster to drag nodes than writing the code
So yea, not much in actual game content progress but this should speed up development
Have a happy new year everyone
Pusspuss
2024-12-26 06:58:31 +0000 UTC