Libove Blog

Personal Blog about anything - mostly programming, cooking and random thoughts

Tag: gamedev

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#gamedev progress:

  • started work on UI elements
  • Guest will no longer be checked in automatically. Instead the player has to choose a room for them (ideally based on preferences)

screenshot of an unnamed hotel game showing a work in progress dialog


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#gamedev progress:

  • added funds mechanism. Guests pay based on length of stay and final mood. Rooms now have a cost
  • added a trait system for guests, which change their behavior/needs.

Debug screenshot of an unnamed hotel game showing the traits of a guest


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#gamedev progress on unnamed hotel game:

  • Spent a lot of time trying to streamline the guest AI code. This is something I still can wrap my head around entirely, partially due to #rust, mainly as this is something I never worked on before.
  • Corridors and doors are now rendered in front of rooms. Rooms are only shown if someone is in them.
  • Added simple buttons as start of UI.
  • It's now possible to place new rooms.

Screenshot of unnamed hotel game


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#gamedev progress:

  • refactored entire "Person" struct into individual structs for "Guest" and "Employee".
    • Separated logic and data.
    • AI actions are now individual structs that implement an Action trait
  • Started working on a Mood & Thoughts system.

Screenshot of mood icon above guest



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#gamedev progress:

Slow progress in the last couple of sessions. I've started to implement employees. Employees work at rooms/stations whenever a guest wants to interact with them (e.g. booking a room). I'm not yet 100% happy with the implementation (blaming my #rust skills).

Additionally implemented a hunger+restaurant prototype.

Screenshot from my hotel game. The guests are currently eating in the restaurant


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#gamedev progress:

  • Implemented A* for navigation
  • Started implementing the guests #AI. At the moment they only book a room at the reception and then idle in their room. If no room is available they leave.
  • Added further debugging to show path, tasks stack and inventory.


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#gamedev progress:

Wrote function to find all tiles which are reachable from another one. Rooms have now a property to define how they connect to their neighbors.

Game screenshot where reachable tiles are marked green


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#gamedev progress

Fixed my 2D camera to correctly transform form screen coords to world coords. Added a debug indicator to show the tile of the mouse.


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#gamedev progress:

I'm in the mood for game development again. This is the progress after the second evening on a yet unnamed game.

Not much yet just:

  • rendering ground
  • rendering rooms

I'm currently using #rust and #sdl2