Devtober Day #20
Welcome back to Day #20 of Devtober, in which schoolwork begins to strike back once again.
Might be starting to sound like a broken record here, but progress has once again been slow today. With a bunch of projects/homework being due, as well as midterms next week, I'm pretty up to my neck in schoolwork and don't have much free time to spend of game dev.
Today I continued to work on the pattern system, once again working on saving current smithing grids as patterns for later use. The system essentially just takes the visual parts of the smithing grid system and repurposes them in a different way. The way I have it set up currently, the pattern grid is a copy of the smithing grid it was based on, and shows required voxels that have yet to be filled in, while also showing required subvoxels that have yet to be removed when in subvoxel mode. I also plan to have the pattern grid automatically switch over to showing subvoxels to be removed once all required voxels have been filled in as well.
As for tomorrow's plans, time permitting, I hope to finish this part of the pattern system and start to work on getting it to actually show up on the anvil during smithing. Each smithing grid should maintain the data of the pattern it was based on during creation, so switching out smithing grids should result in only their own patterns being shown.
Anyway, that's about it for now. 'Till tomorrow,
- Ian, Lunarium Works
Get Voxelsmith
Voxelsmith
A Blacksmithing Game made in Godot
Status | In development |
Author | Lunarium Works |
Genre | Simulation |
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- Devtober Day #14Oct 15, 2021
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