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12012021

Managed to fully finish the backend for the inventory system, including transferring objects, and saving both the player inventory and any containers within the world based on room. It took a bit longer than I had initially hoped – the latter required me to completely redo the save/load system for player data, which was a bit of work – but it seems to work solidly now, which is all I suppose I can really ask for at the end of the day. 

Storage weight and capacity also now adapt properly on the fly. This too involved a bit of work as I had to redo the grid structures storing the player inventory, which is now no longer segregated by type, but is instead stored in one single universal list (this has inevitably caused some problems with the firestarter kit, which I have to fix soon: maybe tomorrow). I’m concerned a bit about potential performance degradation over time as there are still a few necessary free-floating data structures which aren’t cleared until the program itself terminates; but I guess it’s best not to worry about those now and deal with them later if necessary.

There’s still a bit of work to get done on it before I feel it’s good enough to show – mainly the item description/properties window, and improved UI VFX and audio, although I’m still also considering adding the item stack feature I talked about yesterday – but I’m confident I can get it done tomorrow in time for this month’s update.