SamuKata
TwizSin Games
TwizSin Games

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Here is the video I promised.

But just an fyi... Its bad. Like this base is no where near ready to be shown off IMHO. But I think it will be in a couple of days lol. But I have been working on this for like 20 hours straight, and I wanted to go to bed earlier today... Whoops.
Also Sorry for the HORRIBLE audio quality. I recently changed around my setup, and this was literally the first test of it. I definitely need to fix my mic levels, but part of it was also since it is 3am I didn't want to talk to loudly.

So as many of you know I generally take notes throughout the day, things that I am thinking of doing or adding, and those notes are generally what get's posted here. As I don't feel like it gets more real than that. So here's today's notes. So ignore the first line because I stayed up to get the video out anyways even though I didn't want to show it. It looks horrible to me right now lol.

So I don't have a video ready yet, I am doing more coding than I planned on.

Originally I was just planning to throw something together just to be able to walk through the base.

Then I was like Hmm... Why do that when I can actually properly code it all now.

Since there are 7 different upgradable rooms in the base I wanted to figure out the "Right way" to go about the upgrades.

At first I was thinking, just use variables, simple and easy. But how to apply the variables?

Well obviously when you purchase an upgrade from a vender, that vender needs to be coded in a way that it does a couple of things

1. Gives you the item

2. Sets the Variable that you have the item.

3. No longer allows you to buy that same item again.

(Still haven't made the venders yet...)

Then when you go into an upgradeable room how should we go about changing the background to show the upgrades?

Well we can either make it a daily thing where the person let's take Roxy and her Final Upgrade the Globe. And go through all the steps that need to happen.

So we need to talk to Roxy in her room at a set time, she then needs to check in the code which upgrades are already applied and tell

us which Item she wants next.

We then leave to get that item. (Go to the vender section. Just read points 1,2,3 above so I don't type it twice lol.)

After we have the item, we return to Roxy's Room.

When we enter the room, the code needs to check your inventory and be like AHA there is a new Upgrade for Roxy's Room.

Then it will make a button appear somewhere on your screen... I am thinking maybe in the top bar? Thoughts?

The player should then click the button

When you click the button it should do a couple of things

1. Remove the item from your inventory

2. The code would say RoxyUpgrade += 1

3. Refresh the screen

After the screen is refreshed it should remove the button from your screen as you are no longer holding an upgrade item for Roxy's room

and you should see the item actually forever placed in Roxy's room moving forward.


Thats the basic idea for how the upgradeable rooms is going to work.
I finished coding all of the rooms, and the screens where it currently checks for which upgrades you already applied. And depending on the upgrade applied when you talk to the character it goes to a different conversation. I also have all of the screens and labels coded for the base. So if I loaded into the game right now in theory I could make that video right now. BUT since I DON'T have all the conversations for each upgrade coded. As soon as the game sees that somewhere in the code it is looking for a non existent label it will just instantly crash. I Also still need to get the images for the storyline UP UNTIL you get to the base renamed and added to the code. Because I created all of the imagebuttons for the base and coded them all today. Which puts the current image count for only the first 4 sections of this update and the base done to 1143 images. And that is only 4 out of the 20+ sections that will be in the update. So yea.... But 560 of those images are literally ONLY the base. And around 100 of them are from 2 sex scenes that happen the night before you get to the base. So I still need all the stuff BEFORE the base coded so I can test play through that and get to the base to try and break it. Because If I can't break it, hopefully you can't either.... But that is never how the first little while of these big updates go. But I am really trying to think of everything while I am still coming at it with a strictly coding mindset. I want to get the base fully coded though before I post a video about it.
So I didn't go to bed yet like I planned. It is almost 3am and I am still awake. I wrote all the notes before this at around 9pm.I currently have the game running, and the house is nearly finished being coded, mostly just working on trying to figure out why certain image buttons done seem to be working visually. Like they work when I click on them, but when I hover over them the outline effect isnt happening for some reason. Also still writing some of the dialogues for what each character wants next for their room and why. Then I took a break from working on the base and figured I would just go back and add the entire update into the game. I updated some of the old functions like sleeping to make sure it doesn't just drop you off at your bed, but instead drops you off whereever you were when you clicked the bed. Just making it so I can use the same function on both areas, and for future ones too. I renamed all of the images and added around half of them to the code. I started the code and fixed all the glaringly obvious bugs that caused the game to crash on load. Though there are still some weird things happening Like certain imagebuttons are not where they should be on the screen. And there is a new issue that happened, I apparently broke the wait button somehow. So.... that needs fixed. That said I am able to load the demoncontinent base and move around in it, using commands I can increase the Upgrade level of things, and that all seems to work. Items are appearing as they should be.
So here is a video of how the base looks for now, but it is in like a SUPER ALPHA state, I would rather you see in it in a day or 2 when I at least have the story up until the base is unlocked available, so I can test it better. But I said I would make a video today so I shall. Though it is nearly 3am so I don't think I will be talking much during recording so it will probably just be the default base then me putting in console commands and walking through it again.

Here is the video I promised.

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