Maintainability tip: use variable constants for colors and such. If you need to change them, this way you will only need to change a single value instead of using Find and replace each time. This reduces the opportunities for copypaste bugs to happen, and I know those happen the most of the times Also, I like that you describe each bug, it's extremely handy for beginner devs, since otherwise they need to figure out all of this by themselves
Thanks for the tip, I appreciate it. And ofc 90 percent of development is just resolving bugs, so I feel like it's an important thing to show in these videos, and plus I think it's interesting as well, you know how bugs are produced, what causes them, what it goes to break in other systems and how to solve them in a sensible way. Thanks for the comment.
Having things made with the overworld instead of an actual UI is such a kool feature for a game like this also suggestion: maybe have the quantity amount be numbers starting below the item and if above 9 have the value continue below it, so for 123 items, you'd have 1, then 2 below that, and 3 below that.
Love to hear that, feel free to share with us if you want to of course, in the discord server, or keep us updated in the comment sections, I'm sure we all would love to hear about your project. Thanks for the comment.
You could add a "defaultTile" variable that is set each time a biome is loaded so you can't summon grass each time a tile is emptied. Seems a bit jarring. Unrelatedly: I respect actually pasting the code for each item (makes them very readable), but I think it may be way more B theoretically used up by text. On the other hand, text compression should be doing something, and a refactor would be very boring.
the inventory numbers are extremely unsightreadable they should definitely be vertical instead of horizontal because then it wouldn't push the values next to it
I find your use of magic strings disturbing. Imagine if you need to change one of the tile letters. How many if statements with magic strings would you need to fix??? lol
You're definitely right, all the scripts that had code dealing with tile replacement was very bloated and repeated code, I was able to remove all the repeated lines in the code, which lowered the games storage by half. Thanks for the comment.
here before the game reaches 100KB
Hehe we are pretty close to it, that'd make for a short visit, we're all gonna miss you my friend joona, don't go.
@@lurple_ i wont go anywhere just flexing a lil 🤣🤣
One of the most unique game devlogs.
Happy you think so.
Thank you so much for the comment
Maintainability tip: use variable constants for colors and such. If you need to change them, this way you will only need to change a single value instead of using Find and replace each time. This reduces the opportunities for copypaste bugs to happen, and I know those happen the most of the times
Also, I like that you describe each bug, it's extremely handy for beginner devs, since otherwise they need to figure out all of this by themselves
Thanks for the tip, I appreciate it.
And ofc 90 percent of development is just resolving bugs, so I feel like it's an important thing to show in these videos, and plus I think it's interesting as well, you know how bugs are produced, what causes them, what it goes to break in other systems and how to solve them in a sensible way.
Thanks for the comment.
Having things made with the overworld instead of an actual UI is such a kool feature for a game like this
also suggestion: maybe have the quantity amount be numbers starting below the item and if above 9 have the value continue below it, so for 123 items, you'd have 1, then 2 below that, and 3 below that.
Yooo, looks insane! Def i will buy if it's on steam
You won't have to, it'll be totally free.
Thanks for the comment
You should add things like: sleeping, settings (like map size), and (because why not) credits!
Damn, putting stuff on the ground was smart! saves a whole crafting menu
very interesting challenge for a devlog; love this!
I love this concept of simplistic sandbox! It inspired me to make a similar concept for a small game
Love to hear that, feel free to share with us if you want to of course, in the discord server, or keep us updated in the comment sections, I'm sure we all would love to hear about your project.
Thanks for the comment.
Atari are quaking in their boots rn
i am so hyped for when this comes out
Strike the earth!
really cool crafting mechanic! How about adding a little chair and table set?
I don't see why I shouldn't.
Thanks for the suggestion and the comment.
You could add a "defaultTile" variable that is set each time a biome is loaded so you can't summon grass each time a tile is emptied. Seems a bit jarring.
Unrelatedly: I respect actually pasting the code for each item (makes them very readable), but I think it may be way more B theoretically used up by text.
On the other hand, text compression should be doing something, and a refactor would be very boring.
the inventory numbers are extremely unsightreadable they should definitely be vertical instead of horizontal because then it wouldn't push the values next to it
1:27 I thought there was a secret message in the strickthrough text (mine brayetet...) ?
Hehe not really, but now I wish I did hide a secret message there.
Is it possible to make some sort of procedural generation where biomes blend together smoothly?
I'm pretty sure, I'll definitely look into it.
Thanks for the comment.
hey dude nice idea, is the rule for the series to limit game's source or build to be less than a megabyte?
The whole game to be under 1 megabyte, all the scripts that make up the game.
Thanks for the comment.
@@lurple_ Nice, good luck!
Thanks, appreciate it.
Nice
I find your use of magic strings disturbing.
Imagine if you need to change one of the tile letters. How many if statements with magic strings would you need to fix??? lol
You're definitely right, all the scripts that had code dealing with tile replacement was very bloated and repeated code, I was able to remove all the repeated lines in the code, which lowered the games storage by half.
Thanks for the comment.