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[Hide] (308.6KB, 1602x1056) >>60777
Progress update, Today i worked some more on the CommandsProcessing function, i now remember why it always took me like a week while working on it the previous few versions, there are always a lot of minor details or structural issues that aren't obvious until you implement everything and give it a lot of thought, either way i fixed more of those, moved around a bit the data dicts for the commands, and split them up into TargetDict, and ActorDict. I also thought a lot about how i could handle the values, like the shame or favor, or pleasure that a command can give, before these were hardcoded, and tehy would turn into usable experience after a character sleeps, but since i've been trying to avoid hard coding stuff, i thought about making it modular, it feels kind of overkill to give modularity to these kinds of things, so in the end i thought about instead integrating the modularity of these values, together with the abilities file, so if a new abilty is called Exhibitionism, then this file can also handle turning Shame values into Exhibitionism exp, that then can be used to level up the exhibitionism value, i doubt this feature will be used too much, but it's there in case anyone needs it, as it also needs to have a proper command or trait that gives these shame values for it to be even useful or triggered. After that i then started working on the GUI and what to add to it, a no brainer was the player card, which would just be the same as the NPC cards to the right, after that i wanted to implement some Map to show where the player is, this arose a few more issues, the first of which was how i wanted to handle the map, i know i wanted to give liberty for the map to be edited and to add new places, for like new character rooms, or like if i wanted to add a character that comes with their own area like let's say Remilia with her mansion. This issue meant taht again hard coding was a no, and that i would likely have to have Location files that are modular in nature, and at this point i'm really feeling like this whole modular matter is getting out of hand, but it's the best solution again so i stuck with it, haven't thought too much about the functions and structure about the Locations file for now. Instead i started working on the EventCommands and the ControlCommands, they weren't too hard to think about, nor to implement, which is nice, the main issue was the styling issue, which like always is easy to fix, for now the location and NPC events are placeholders, and the commands ones aren't functional just yet, but the general structure is there and working, so implementing the actual function for the buttons shouldn't be too hard. But with these buttons now implemented i noticed an odd thing with my layout, that is t osay that the buttons are aligned by default, which shouldn't be an issue, but the problem is that this is not the default behavior, i somehow never thought about that, but the way i styled stuff should have given some trouble, as it is lacking a certain piece of code, right now i have no idea why stuff is working, and i'll try to research why it's working tomorrow, likely extrapolating the code to the combat menu where the grid layout of buttons is working as intended, maybe i did set up the piece of code that i'm missing somewhere, but either way i'll handle that at another time. This time there is a picture of the game, so no Remilia for today.