Devlog 25: Operating

The past week has been focused on simplifying everything related to in-game computers. Instead of using a separate instance for each computer where much of the code is copy+pasted (and where things will inevitably be done differently across each one), I’ve now narrowed the basic computer components to one script, and each “program” is its own scene that can be instanced and function independently. Additionally, it can be easily setup for different users and devices, each with their own set of accessible programs and files. Additionally, the file management system has been greatly improved and is now 99% functioning, with full drag-and-drop support for copying files between computers, floppy disks, and other programs. This was something I had been meaning to do for a while, and it should make adding new computers and programs a lot easier going forward.

The highlights:

  • Cleaned up code for computer interfaces, each program is now modular and can be instanced in each scene easily
  • Added full drag-and-drop support for copying files between the desktop, programs, and floppy disks
  • Changed player inventory to use fixed arrays
  • Fixed issues with Z ordering when dragging items over each other
  • Reworked update system to not be stupid

I’m also continuing to work out the plot for the game, while trying to keep it within a scope I can manage (including the multiple choices that the player can make throughout). I have a good idea of what I want the story to be about, but that’s the easy part (for me, at least).

2 thoughts on “Devlog 25: Operating

  1. yeah looks like tis coming along nicely
    good luck expanding
    how scifi/grounded is the setting so far?

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