Citizen update! 8/18/2022
Added 2022-08-19 02:19:40 +0000 UTCHey folks, just updating the build for the rest of the group. Only news is that Megaplex went well and I'm finishing up the new office. After that, I'm gonna be working on EOK a lot and be doing a lot of smaller updates but more frequent. Anyhow here's your update.
Change list:
-Inventory size has increased.
I was trying to add in rotation and a way to increase the inventory size with items. But sadly, the system is not flexible and while rotation might be possible with more time, adding more space on demand is not. At least not without a full rework and that's not happening. This means that inventory size is either going to be a permanent size or I have to redo the layout. For now, enjoy the extra space.
-Crafting fix
So after a bit, I was finally able to fix the infinite crafting item. No more spamming the button to get unlimited items. This in turn made me notice that one of the crafting id for the bandages was off by a point. So that's fixed. Also now the crafting system works with either item being placed in the crafting box as long as you have the right amount of items. I might play around with that. 2 rags make one bandages and maybe 4 rags make a blanket. Later, I'll back in stacking so crafting can go after faster.
-Clean code part 1
I went ahead and cleaned up the code a bit. This first part of clean up allowed me to delete unused assets and fix my folder structure. This might make the game a little smaller but won't effect speed. Yet. Once I finish with boss combat, I'm going to go throughout the whole codebase and refactor it. That should in turn should speed up that game. For example, right now entering combat has a long delay to start but I can't tell if that's old code or just data loading. (If it's data then I will add in a proper loading screen or animation.)
That's it for now.