BRENNAN JAMES SEGARRA
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Nameless Dev Log

Messing with UI "Themes"

5/21/2024

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  • An hour or two last week
  • Dug into the theme system used for Godot's UI. In particular using the preset options within the dialogue manager add-on. Changing the colors of text, panels, buttons, and moving around the player choice options slightly. I expect this to require a lot of iteration eventually. Partially because I don't want the entire thing to be this brown. Though also just because 90% of the interactions will be dialogue and text choices so it will need to feel natural and unobtrusive to read and click through. Especially if / when I end up writing too much text for each option.
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Added Walls & Doors

5/14/2024

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  • 3 hours or so
  • Added some basic wall sprites to show the intended perspective and then used my Interactable and Talkable components on a new door object so it'd detect and show feedback when interactable. Then just called for a level transition instead of starting a dialogue. Also LeVeL dEsIgN. Added an interior level with a blue NPC, who doesnt enjoy being intruded on. 
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Walls and New NPC

5/13/2024

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  • Like 30 minutes yesterday
  • Added some fast, dirty, and ugly walls just to see that I could. Simply sprite and wall collision. Plus added another NPC to the scene and changed my dynamic variables of the label text and modulate color PLUS added a new dialogue file - all to effectively show I could do so quickly and easily. Which I could thankfully :D
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Added NPC Icon Feedback

5/13/2024

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  • An hour or two this past Saturday
  • Moved feedback icon display to NPCs instead of player. Plus added logic to move between a ! indicating new dialogue and an "..." indicating being within dialogue distance.
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Interaction Icon and Dialogue Bug Fix

5/13/2024

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  • Several hours sometime last week
  • Interaction Icon was simple to add since I already had the interaction detection. Bug fix was a pain considering the dialogue system is an add on and has a LOT of complex systems to function. Thank god the creator has a YouTube channel with a variety of update videos. One of which mentioned his use of _unhandled_input. Which fixed my bug of spacebar beginning new dialogues each time I wanted it to advance the current one. 
Picture
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Text Edited Dialogue

2/26/2024

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  • 1 Hour on and off
  • Learned to reference, set, and present a global string variable in the dialogue. Plus a basic if statement and cycling dialogue until exited.
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Circle Character Assets

2/23/2024

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  • 30 Minutes
  • Made some circle assets to be recolored by code and stand in as different characters.
Picture
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Dialogue Plugin

2/22/2024

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  • 1.5-2.5 Hours - a lot of on and off and friend chatting distraction
  • Chose which dialogue plugin to use for this project (at least for now), installed, and started following the basics via video tutorial for it. Got about halfway through - starting the test with player input and setting up a basic player x npc collision.
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Movement

2/21/2024

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  • 1 hour
  • Followed a basic tutorial I've had in my Godot playlist for a while to set up a smooth, real time, WASD movement for the player character.
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Reorienting with Tutorials

2/20/2024

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  • Several hours on and off because distractions
  • ​Opened a new project with the expectation of looking up some project structuring advice from YouTube tutorials (since I had a few small issues with that during the game jam) and ended up falling down a rabbit hole of tons of different Godot tutorials again. Partially scene hierarchy and file organization structure, but also some dialogue systems and plugins that I may or may not end up using, depending on if I'll be able to grok onto them well enough.
  • I did learn about Autoloading a Global script with global variables so that should be pretty useful - especially I imagine for eventual saving and loading and a large priority for this project being branching paths.
  • Ideally next time I'll actually do something in-engine though lol, at least some basic movement. 
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    Pitch

    Top-Down 
    Dialogue Heavy 
    Branching Narrative
    Mini-RPG in Godot
    ​ 2D

    Goal

    - Learn Godot.
    - Build a framework for 2D top-down walking sim.
    - Build dialogue systems and a reactive branching narrative.
    ​- Use as an exercise for writing skills


    Archives

    May 2024
    February 2024

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