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11012021

Spent half of the day in a state of extreme agitation, and the other working steadily on the inventory system. Today I managed to successfully implement item weight and volume for all currently available resources. The hardest part, without question, was figuring out how to manipulate the ds_grids to properly store calculated values. I’ve effectively ended up with the equivalent of a(n extremely basic) spreadsheet… So far, it seems to be working as intended, although I have yet to test it outside of the confines of the test room, or with multiple object containers. 

Regardless, I’m just glad that I got it working at all. I’m actually pretty impressed with myself to be quite honest. At many times it just felt completely above my skill level, and yet I somehow persisted through it and even managed to end up with a solution that, while probably not elegant, is definitely flexible and legible enough to be reused later in a more modular contexts.

Tomorrow I hope to get item transferral set up and hopefully maybe even finished. I’m probably gonna have to start by revamping the way items are generated, and reducing the pack_add_item script to a simpler form that allows items to be generated using only the item names. I’m currently trying to decide whether I want to do that with a CSV or external text file, or just load it in via a massive switch statement at the beginning. I’m leaning towards the latter, but we’ll see… 

I don’t think it’ll be too bad once I get going on it, especially since I feel I’ve set up a pretty decent framework today to dynamically handle weight/space calculations, but we’ll see. There are also a few fringe cases, like transferring item counts over certain quantities: right now, I’m thinking I’m just gonna lift the implementation from Fallout once again, and have it so that if the player attempts to transfer more than 10 of the same item, it’ll open up a prompt that allows them to manually select a custom quantity. I’m not sure how the input for that will work right now, but again, we’ll see…

I hope that I’m stable enough tomorrow so I can get this done, and get back to work on environments.