Friday, 20 May 2016

Menu and opening

Most of the week I was fighting with project architecture. Though problem was not the architecture per se, but myself mostly. My ideal project architecture looks like that: everything is global, and everything is available to everyone at any given time. You call it anarchy, I call it freedom, blah blah.

With this mindset I always end up with main.lua about 20k lines.

So this time I decided to do it the right way (kind of), and use packages. It worked out fine — until I got a dialogue package, and an act package, where the act triggers the related dialogues, and the dialogues had to trigger each other, and the animations that are in the act package that just triggered this dialogue. The word “mess” doesn’t even start to describe it.

4 days and many swear words later, I sorted it out. At least now I have a file called gameplay.lua, because… why not?

The proof of concept:

Actually, I also finished spritesheets and animations for a test character. But before I can show it to anyone, I need to work a bit on the controls, and I am too drunk to do that today (It’s Friday, yeeeeiii!)

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